• Title/Summary/Keyword: Sensory Experience

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The Report of Sensory Integration Treatment Course in The Korean Academy of Sensory Integration(KASI) (대한감각통합치료학회 주최 "치료과정" 보고)

  • Kim, Kyeong-Mi;Choi, Jeong-Sil
    • The Journal of Korean Academy of Sensory Integration
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    • v.4 no.1
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    • pp.65-70
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    • 2006
  • Objective : Korean Academy of Sensory Integration(KASI) planned and executed intensive sensory integration treatment course for children with the sensory integrative dysfunction and therapists, to suggest practical guideline for therapists through individual supervision, lecture, simulation therapy, observation, case study and free play etc. Method : The course was held during 5days in the children's center for developmental support that set up sensory integration tools. The course executed the 4 individual interventions, 1 simulation therapy, 1 observation, 4 free play sessions that consisted of 6 children with sensory integrative dysfunction and 6 therapists who manage them and 3 supervisors and 2 managers. Results : Their parents reported the satisfaction degree of the treatment course service was above 84%. Therapists also had a chance to understand the broader sensory integrative interventions through the supervision and various educational programs. Conclusions : Intensive treatment course can provide parents and therapists with satisfaction of the programs. Therapists can especially experience reeducation individually through supervision and lectures.

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THE PREVALENCE OF SENSORY DISTURBANCE AFTER IMPLANT SURGERY - RETROSPECTIVE SURVEY OF IMPLANT PRACTITIONERS (임플란트 식립후 하악 신경손상에 대한 후향적 연구)

  • Kwon, Tae-Geon;Kim, Shin-Yu;Kim, Jong-Bae
    • Journal of the Korean Association of Oral and Maxillofacial Surgeons
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    • v.30 no.4
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    • pp.339-344
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    • 2004
  • The purpose of this study was to evaluate neurosensory disturbance associated with implant surgery performed by implant practitioner (n=47) composed of trained oral surgeon, periodontist, prosthodontist. The incidence, type and duration of sensory disorder were investigated. Anatomical factor of the patient and experience of operator were also evaluated. The result revealed high incidence of inferior alveolar nerve damage (45%) regardless of experience of implant practitioner. The sensory disturbance sustained within 6 months for 61% of cases, which revealed almost normal recovery of nerve function. Initial neurologic sign after nerve damage was not coincide with their consequence of recovery. Half of the practitioners tried surgical intervention to the implants such as removing the fixture, partial unscrewing or re-implant shorter fixture, of which trial regarded as effective measure for 53% of cases. The result indicates that the objective method of sensory nerve evaluation should be introduced to the implant practitioners and the importance of informed consent for possibility of nerve damage in mandibular implant fixation.

The Principal Determinants of Telepresence Focused on the Analysis of Telepresence Arts (텔레프레즌스의 결정요인에 관한 연구 - 텔레프레즌스 아트 사레분석을 중심으로 -)

  • 장선희;이경원
    • Archives of design research
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    • v.17 no.2
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    • pp.413-424
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    • 2004
  • This paper defines the telepresence as a particular type of experience, rather than a collection of hardware. Defining telepresence in this way provides a means for examining telepresence in relation to other types of mediated experience. Presence refers to the natural perception of an environment, and telepresence refers to the mediated perception of an environment. Factors influencing whether a particular mediated environment will induce a sense of telepresence include the following: the combination of sensory stimuli employed in the environment, the ways in which participants are able to interact with the environment, and the characteristics of the individual experiencing the environment. Telepresence art invites the people from remote worlds to networked cyber space and creates the experience of 'being there' by making participants control the virtual reality system and receive feedback from their teleactions. It is the way to produce an open and engaging experience that manifests the cultural changes brought about by remote control, remote vision, telekinesis, and real-time exchange of audiovisual information. The principal determinants of telepresence are sensory immersion, sensory fidelity, cognitive fidelity and personal factors. This paper applies the 4 determinants to telepresence art works such as Ken Goldberg's Telegarden, Monika Fleischmann & Wolfgang Strauss' The Home of the Brain, Paul Sermon's Telematic Dreaming, Telematic Vision, Eduardo Kac's Uriapuru, Simon Penny's Traces and Paul Sermon & Andrea Zapp's A Body of Water.

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Impact of customer experience characteristics on perceived value and revisit intention: Focusing on offline home appliance stores (고객체험특성이 지각된 가치와 재방문 의도에 미치는 영향: 가전 오프라인 매장을 중심으로)

  • Hosun Jeong;Jungmin Park;Hyoung-Yong Lee
    • Journal of Intelligence and Information Systems
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    • v.29 no.4
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    • pp.395-413
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    • 2023
  • This research studied the effect of customer experience characteristics in offline home appliance stores on perceived value and revisit intention. Among the offline distribution of home appliances with more than 100 stores nationwide, two home appliance retailers (HiMart, E-Land), three hypermarkets (E-Mart, Homeplus, Lotte Hi-Mart), and two home appliance stores (LG Best Shop, Samsung Digital Plaza) were selected, and a survey was conducted on men and women in their 20s or older in Seoul, Gyeonggi, and Incheon who had visited and purchased the home appliance store within the last 6 months. As a result of the survey, a statistical analysis was conducted on a total of 330 samples using the PLS (Partial Least Squares) structural equation model and SPSS statistical package. Through this study, the following research results can be obtained. First, educational experience, deviant experience, and aesthetic experience had a positive (+) effect on the functional value. However, entertainment experience did not affect functional value. Second, educational experience, deviant experience, and aesthetic experience all had a positive (+) effect on emotional value. Third, both functional and sensory values had a positive (+) effect on the revisit intention. Fourth, it was confirmed that brand loyalty had no moderating effect between functional value and sensory value revisit intention. The results of this study show the structural relationship between customer experience characteristics, perceived value (functional value, sensory value), and revisit intention. This result provides guidelines on what activities home appliance offline stores should do at a time when online channels threaten the survival of offline channels.

The Relationships among Brand Experience, Customer Perceived Value, and Brand Support Behavior in Service Industry (서비스 산업의 브랜드 체험, 고객의 지각된 가치, 브랜드 지지행동의 관계)

  • Cheng, Zhen-Feng;Kim, Gyu-Bae
    • Journal of Distribution Science
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    • v.17 no.2
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    • pp.91-100
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    • 2019
  • Purpose - The importance of customer experiences has been increasing in retail industry as wells as theme park industry. The purpose of this research is to investigate relationships among brand experience, customer perceived value and brand support behavior in theme park industry. Furthermore, we tried to examine the moderating effects of interaction with customers in the relationships between brand experience and customer perceived value. Besides, we provided some implications for not only the theme park industry but also other service industries such as retail industry. Research design, data, and methodology - The research model has nine hypotheses, and we examined them empirically in this study. Five hypotheses were about relationships among theme park brand experiences, customer perceived value, and brand support behavior. The other four hypotheses were about the moderating effects of customer interactions in the causal relationship between brand experiences and customer perceived value. A total of 167 samples who had visited the theme park were surveyed and the hypotheses were tested with the statistical package programs such as SPSS 21.0 and AMOS 21.0. Results - The results of this study are as follows. First, it was proved that theme park visitors' sensory experience, emotional experience, and cognitive experience have significant positive effects on perceived value, although the hypothesis about the causal relationship between behavioral experience and perceived value is not supported. Second, the customer perceived value has a positive effect on brand support behavior. Third, customer interaction has a positive moderating effect between brand experiences and perceived value, except for behavioral experience. Conclusions - Based on the results of this study, there can be following significances and implications from both theoretical and practical perspectives. First, we confirmed the importance of experiential marketing in other service industries such as retail industry as well as the theme park industry. The marketing managers in these industries need to design various experience programs considering the various characteristics of experiences such as sensory, emotional, and cognitive experiences. Second, it will be necessary for the theme park managers to encourage active participation of customers, and raise the level of interaction between employees and customers.

A Method of Sensory Effect Metadata Generation Based on User Feedback Information (사용자 피드백 정보 기반 실감효과 메타데이터 생성 방법)

  • Kim, Cheol Min;Heo, Yong Soo;Kim, Eun Seok
    • Journal of Korea Multimedia Society
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    • v.21 no.7
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    • pp.802-812
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    • 2018
  • Recently, there are several active and vibrant studies on Realistic Media that try to provide the immersion and the presence by adding sensory effects to video. Because existing sensory effects on Realistic Media are produced through experts and automation programs on sensory effects, there is a limit to fill up the gap of user satisfaction which comes from the diversity of cybernauts. In this paper, we propose a method to improve the satisfaction with sensory effects by collecting and analyzing user's response information, and applying the result to the attributes of sensory effects. The proposed method allows you to produce the Sensory Effect Metadata effectively by analyzing users' biometric data and subjective satisfaction with realistic media experience, measuring the weighted value to revise the effects, and applying to the attribute of sensory effect. The experimental result shows that the proposed method improves the satisfaction with realistic content by generating the revised Sensory Effect Metadata in response to user's experiential feedback information.

A Study On The Development Of Virtual Underwater Environment And Sensory Simulator (가상 수중 환경과 체감형 시뮬레이터 개발에 관한 연구)

  • Youn, Jae-Hong;Hur, Gi-Taek;Kang, Im-Chul
    • Journal of Korea Multimedia Society
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    • v.15 no.4
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    • pp.560-568
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    • 2012
  • As for the implementation technology of virtual space, the experience method becomes multifunctional and it recognizes movement, sound, temperature and pressure and is expanding to the studies on the interaction possible intelligent interaction technology field between contents and users. The virtual reality technology is being studied to apply the 3D graphic technology and physical phenomena to virtual space to increase the sense of reality and use hardware devices to the virtual environment to increase immersive experience. The production of interactive contents about the virtual underwater environment needs bidirectional interface technology to connect hardware devices and ocean contents in order to increase the sense of a user to increase the sense of immersion. In this study, it tried to express the virtual underwater environment with the sense of actuality and reality from the analysis of the environmental factors according to changes in depth of water and from the application of the normalized underwater physical laws. Also it was to develop sensory contents having to experience the skin scuba without directly entering the water by connecting a sensory simulator about the skin scuba with the virtual underwater environment.

A Study on the Attitude, Perception, and Preference of Jjigae HMR (Home Meal Replacement) for Americans in L.A. Area (찌개 HMR (Home Meal Replacement)에 대한 L.A. 지역 미국 소비자들의 태도, 인식 조사 및 기호도 조사)

  • Kim, Mi-Young;Lee, Bo-Ra;Lee, Young-Seung;Lee, Young-Hun
    • Korean journal of food and cookery science
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    • v.30 no.6
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    • pp.704-715
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    • 2014
  • This study was performed to examine attitude, perception, and sensory evaluation of Jjigae HMR (Home Meal Replacement) for Americans in the L.A. area. Attitude and perception of Jjigae were conducted by 128 consumers. The questions were as follows: 1) frequencies and attitude toward soup and stew, 2) experience and frequency of Korean food intake, 3) awareness of Korean Jjigae. A total of 69.5% of American had previous experience with Korean foods. However, the frequencies of Korean food intake were once every few months (27.4%) or once a year (18.9%). The 20.2% of consumers selected Kimchi-jjigae as the best-known Korean Jjigae, and 17.1% of consumers had previous experience with Kimchi-jjigae. However, the 23.7% of consumers did not have experienced with Jjigae. Sensory evaluation was conducted using Sundubu-jjigae and Kimchi jjigae. Overall liking and flavor liking were conducted by Americans using a nine-point scale (1: Dislike extremely - 9: Like extremely). The degree of intensity for sensory attribute was also rated using a nine-point Just-About-Right(JAR) scale (1: not nearly spicy/sour enough, 5: Just-About-Right, 9: too spicy/sour). Purchasing intention was rated using a five-point scale (1: Definitely would not purchase, 5: Definitely would purchase). Overall liking and flavor liking of two jjigae (Sundubu-jjigae & Kimchi-jjigae) had a value higher than five on the nine-point scale. The level of spiciness of Sundubu-jjigae was suitable for consumers whereas spiciness of Kimchi-jjigae was significantly different from the JAR value of five points on the nine-point JAR scale, showing that Kimchi-jjigae was significantly spicier than JAR point. Purchasing intention had a value higher than three on the five-point scale.

The Effects of Psychomotorik in the Forest on the Sensory and Visual Perception of Children with Intellectual Disabilities

  • You, Jin-Hee;Shin, Won-Sop
    • Journal of People, Plants, and Environment
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    • v.22 no.3
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    • pp.321-332
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    • 2019
  • The purpose of this study is to investigate the changes of sensory and visual perception of children with intellectual disabilities by conducting psychomotorik (psychomotor activity) in the forest and indoor treatment rooms. Accordingly, this study divided 18 children with intellectual disabilities living in the facility for persons with disabilities located in Seoul into three groups: the experimental group participating in psychomotorik in the forest, the comparative group participating in psychomotorik in the treatment room, and the control group without any treatment at all. The program was conducted for 32 weeks, 4 hours a month. The results showed that psychomotorik promoted the sensory and visual development of children with disabilities. Psychomotorik in the forest showed significant effects on touch and activity level, form constancy and eye-hand coordination. Psychomotorik in the treatment room showed significant improvement in figure-ground with reduced motion. This suggests that psychomotorik in the forest as well as indoors is a positive factor for sensory adaptation reaction and visual development of children with intellectual disabilities.

Does Brand Experience Affect Consumer's Emotional Attachments? (브랜드의 총체적 체험이 소비자-브랜드의 정서적 유대관계에 미치는 영향)

  • Lee, Jieun;Jeon, Jooeon;Yoon, Jaeyoung
    • Asia Marketing Journal
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    • v.12 no.2
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    • pp.53-81
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    • 2010
  • Brand experience has received much attention from considerable marketing research. When consumers consume and use brands, they are exposed to various specific brand-related stimuli. These brand-related stimuli include brand identity and brand communications(e.g., colors, shapes, designs, slogans, mascots, brand characters) components. Brakus, Schmitt, and Zarantonello(2009) conceptualized brand experience as subjective and internal consumer responses evoked by brand-related stimuli. They demonstrated that brand experience can be broken down into four dimensions(sensory, affective, intellectual, and behavioral). Because experiences result from stimulations and lead to pleasurable outcomes, we expect consumers to want to repeat theses experiences. That is, brand experiences, stored in consumer memory, should affect brand loyalty. Consumers with positive experiences should be more likely to buy a brand again and less likely to buy an alternative brand(Fournier 1998; Oliver 1997). Brand attachment, one of dimensions of the consumer-brand relationship, is defined as an emotional bond to the specific brand(Thomson, MacInnis, and Park 2005). Brand attachment is target-specific bond between the consumer and the specific brand. Thus, strong attachment is attended by a rich set of schema that link the brand to the consumer. Previous researches propose that brand attachments should affect consumers' commitment to the brand. Brand experience differs from affective construct such as brand attachment. Brand attachment is based on interaction between a consumer and the brand. In contrast, brand experience occurs whenever there is a direct and indirect interaction with the brand. Furthermore, brand experience is not an emotional relationship concept. Brakus et al.(2009) suggest that brand experience may result in brand attachment. This study aims to distinguish brand experience dimensions and investigate the effects of brand experience on brand attachment and brand commitment. We test research problems with data from 265 customers having brand experiences in various product categories by using multiple regression and structural equation model. The empirical results can be summarized as follows. First, the paths from affective, behavior, and intellectual experience to the brand attachment were found to be positively significant whereas the effect of sensory experience to brand attachment was not supported. In the consumer literature, sensory experiences for consumers are often equated with aesthetic pleasure. Over time, these pleasure experiences can affect consumer satisfaction. However, sensory pleasures are not linked to attachment such as consumers' strong emotional bond(i.e., hot affect). These empirical results confirms the results of previous studies. Second, brand attachment including passion and connection influences brand commitment positively but affection does not influence brand commitment. In marketing context, consumers with brand attachment have intention to have a willingness to stay with the relationship. The results also imply that consumers' emotional attachment is characterized by a set of brand experience dimensions and consumers who are emotionally attached to the brand are committed. The findings of this research contribute to develop differences between brand experience and brand attachment and to provide practical implications on the brand experience management. Recently, many brand managers have focused on short-term view. According to this study, we suggest that effective brand experience management requires taking a long-term view of marketing decisions.

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