• Title/Summary/Keyword: Sensory Experience

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The Effect of Brand Experience in the Metaverse on Consumers' Pleasure and Behavioral Intention (메타버스에서의 패션 브랜드 경험이 소비자의 즐거움 지각과 행동의도에 미치는 영향)

  • Shinyoung Park;Su-yun Shin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.48 no.1
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    • pp.82-93
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    • 2024
  • This study confirms how brand experiences perceived by consumers in the metaverse affect their pleasure and behavioral intentions (intention to use the platform, and purchase the virtual product). The results of this study are as follows. First, consumers have sensory, affective, behavioral, and intellectual experiences while interacting with fashion brands in the virtual space of the metaverse. Second, in the metaverse, consumers experience pleasure when they have various brand experiences including those mentioned above. Third, the pleasure gained through consumers' brand experiences has a positive effect on their behavioral intentions, including their intentions to use the platform and purchase the virtual product in the metaverse. This study is academically meaningful in strengthening brand experience-related research and expanding into the metaverse context through empirically verifying the influence of consumers' brand experiences on pleasure in the metaverse. Also, related fashion companies will be able to use the results of this study to strategically create consumers' sensory, affective, behavioral, and intellectual experiences to elicit pleasant emotions from consumers in the virtual space of the metaverse.

The Foretasting Experience of Herbs and the Sensory Characteristics of Cookies with Rosemary and Mints (허브에 대한 시식 경험 및 로즈마리와 민트를 첨가한 쿠키의 관능적 특성)

  • Jeong, Myeong-Sook;Kim, Hyun-Duk
    • Culinary science and hospitality research
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    • v.12 no.2 s.29
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    • pp.222-235
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    • 2006
  • Herbs have unique tastes and flavors, and they have been used in western foods. This study used herbs to make cookies. The purpose of this study was to investigate the sensory characteristics of cookies with rosemary(1, 2, 3, 4%) and mints(1, 2, 3, 4%) after foretasting herbs. The sample of this study was 880 college students which consisted of 436 males and 444 females. The results of this study were as follows. This study was conducted to find a high quality product through a sensory test with rosemary and mints. First, in terms of foretasting experience, the respondents had tasted 12 herbs. 65.2% of them preferred parsley, followed by mint(45.2%), bay leaf(44.0%), rosemary(28.3%), basil(21.8 %), etc. Second, in terms of the most important items while making herb added to bread and cookies, taste was high with 45.8%, flavor 27.3%, price 10.1%, nutrition 8.5%, etc. There were significant differences between genders and among majors(p<0.001). Third, it was found that appearance was high with 2% added group(M=6.00) in terms of sensory preference. The flavors, tastes, texture, overall acceptability were high with 1% added group in terms of sensory preference of cookies with rosemary. The respondents showed low preference for cookies with mints. While the 1% added mint group showed the highest preference for appearances and texture, the control group showed the highest preference for flavors, tastes and overall acceptability. There was a significant difference in appearances and tastes on all samples except colors and taste of rosemary added cookies $(p<0.05{\sim}p<0.001)$. Fourth, males preferred 2% rosemary added one in appearances and tastes in a sensory test. They preferred the 1% rosemary added group in terms of flavors, texture, and overall acceptability. Females preferred appearances of cookies with 2% rosemary and also preferred flavors, tastes, texture and, overall acceptability with 1% rosemary. Both of them less preferred 4% mint added one. Overall, this study found that respondents preferred 1% rosemary herb cookies. There should be further researches with less than 1% mint to make herb cookies.

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A study on the Interaction of Immersive Contents Focusing on the National Museum of Korea Immersive Digital Gallery and Arte Museum Jeju (실감콘텐츠의 인터랙션 연구 -국립중앙박물관 디지털실감영상관과 아르떼뮤지엄제주를 중심으로-)

  • Ahn, Hyeryung;Kim, Kenneth Chi Ho
    • Journal of Digital Convergence
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    • v.20 no.4
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    • pp.575-584
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    • 2022
  • The purpose of this study is to derive interaction types that appear variously in immersive contents through John Dewey's empirical theory, and to explore how the derived types are delivered in real cases. For this reason, two cases of the National Museum of Korea 'Immersive Digital Gallery' and 'Arte Museum Jeju' were analyzed through interaction types derived from the empirical theory. The interaction types derived based on the experience theory are the elements of 'multi-sensory', 'simultaneous experience' and 'sensory expansion'. In both cases, these types appear connected rather than grafted one by one in common. In one direction, 'multi-sensory' leads to 'sensory expansion', and in two directions, 'simultaneous experience' leads to 'sensory expansion'. As such, the core types of communication between technology and humans are not delivered one by one, but a cycle of interaction is formed in multiple ways. Therefore, it can be seen that the interaction type of immersive contents is expanded step by step by fusion of various senses and experiences in various fields, rather than a 1:1 partial delivery method. Based on this, it will be necessary to study how types are expanded and how viewers are affected when interaction is implemented in immersive contents in the future.

Relationship between Sensory Processing and Personality in College Students (대학생의 감각처리와 성격의 관계)

  • Lee, Chunyeop;Jung, Namhae
    • The Journal of Korean Academy of Sensory Integration
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    • v.21 no.1
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    • pp.1-10
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    • 2023
  • Objective : This study aimed to identify the relationship between sensory processing and personality in college students by using five personality factors. Methods : The study was conducted between October and December 2022 with 149 college students majoring in health studies. Sensory processing was evaluated using the Adolescent/Adult Sensory Profile (AASP), and personality was evaluated using the International Personality Item Pool (IPIP). The data collected were analyzed by descriptive statistics, frequency analysis, and Pearson correlation analysis, and the Statistical Package for the Social Sciences (SPSS) was used. Results : Extraversion and agreeableness showed a significant correlation with all sensory processing types. Neuroticism showed a positive correlation with all types of sensory processing other than sensory seeking, while openness to experience showed a positive correlation with sensory seeking. Conscientiousness showed a negative correlation with low registration and sensory sensitivity type (p<.01). Conclusion : This study found a relationship between sensory processing type and personality type through an evaluation of five personality in college students. This information can be used to find solutions to various problems that college students.

Effects of Personality and Sensory Processing on College Life Adaptation in Students Majoring in Occupational Therapy (작업치료 전공 대학생의 성격과 감각처리가 대학생활 적응에 미치는 영향)

  • Chun-Yeop Lee;Nam-Hae Jung
    • Journal of The Korean Society of Integrative Medicine
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    • v.11 no.4
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    • pp.237-246
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    • 2023
  • Purpose : This study investigated the effects of personality and sensory processing on college life adaptation in students majoring in occupational therapy. Methods : We conducted a survey study on 251 college students from March to May 2023. Personality, sensory processing, and college life adaptation were measured through the international personality item pool, adolescent/adult sensory profile, and student adaptation to college questionnaire, respectively. The general characteristics of students were analyzed using frequency analysis, and differences in college life adaptation and sensory processing characteristics were analyzed using independent t-tests and one-way ANOVA. The relationship between personality, sensory processing, and college life adaptation scores was analyzed using Pearson correlation analysis. The impact of personality and sensory processing on college life adaptation was analyzed using multivariate regression analysis using SPSS 25.0. Results : Correlations of all five personality factors, except openness to experience, were observed with students' college life adaptation. According to sensory processing characteristics, differences in college life adaption showed significant differences in sensory avoidance, poor registration, and sensory sensitivity. The variance of college life adaptation explained by each factor (based on R2) were 46% by personality and 26% by sensory processing. Among personality traits, neuroticism had a negative effect on college life adaptation, agreeableness and extroversion had positive effects, and low registration during sensory processing had a negative effect. Conclusion : This study suggests the provision of various activities and creation of an environment for college students with low sensory registration and neurotic traits to encourage positive changes. The results can be used to design a program that helps college students adapt to occupational therapy majors.

Comparative Study on Awareness, Preference and Sensory Evaluation of Kimchi in Chinese and Korean Students Residing in Korea (한국에 거주하는 중국인 유학생과 한국인 대학생의 김치 인지도, 선호도 및 관능평가 비교)

  • Kim, Do Yeon;Lee, Hansongyi;Choue, Ryowon
    • Journal of the Korean Society of Food Culture
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    • v.28 no.2
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    • pp.158-166
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    • 2013
  • The purpose of this study was to investigate the awareness, eating experience, and preference of kimchi, and the sensory evaluation of kimchi from Chinese and Korean students residing in Korea. General information (including age, sex, duration of staying, living status) was collected. A questionnaire was used to collect the information on awareness, eating experience, and preference of kimchi and dishes made with kimchi. Sensory evaluations were carried out on a 10 point scale. All subjects (37 Koreans, 43 Chinese) were aware of kimchi, with 98% of the Chinese subjects recognizing kimchi as a Korean traditional food and 65% having eaten kimchi at least once a day. The types of kimchi preferred by Chinese subjects were generally sweet and not over-bearing in seasoning, hotness, or ripeness. The more frequently eaten foods made with kimchi were jjigae, bokkeumbap, bibimbap and kimbap. However, the more preferred dishes made with kimchi were bossam, jeongol, bokkeum, jeon, and ramyeon. The Chinese subjects were especially sensitive to spicy odors ($4.6{\pm}2.2/10$), salted seafood odors ($4.6{\pm}2.3/10$), offodors ($4.4{\pm}2.3/10$) and aftertaste ($5.9{\pm}2.1/10$) compared to Korean subjects. Taken all together, the perception as well as sensory characteristic of kimchi needs to be improved for the globalization of kimchi.

Research on the Influence of Packaging Visual Elements on the Consumers' Taste Image Judgment - Take the colors and patterns of canned beer as an Example - (포장의 시각적 요소가 소비자의 미각 이미지 판단에 미치는 영향 연구 - 캔 맥주 포장의 색채와 패턴을 중심으로 -)

  • Liu, Yuan.;Oh, YongKyun
    • Journal of Korea Multimedia Society
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    • v.24 no.10
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    • pp.1449-1460
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    • 2021
  • The visual design elements of packaging play an vital role in attracting consumers' attention, forming their sense of pleasure and sensory expectations, as well as having an important impact on the actual product experience. This study aims to explore whether the colors and textures in the packaging design elements of canned beer will affect consumers' senses, judgments and taste perception of canned beer. Participants in Survey I (N=193) evaluated their expectations for beer freshness, softness, bitterness and alcohol content by observing the packaging of canned beer, then recorded whether they could get the expected experience when tasting beer, and evaluated their preference and purchase intention. In the Survey II, 4 kind of colors and 2 types of texture shapes were applied, and all participants were provided with the same beer for multivariate cross contract analysis to evaluate the specific impact of color and texture of packaging design elements on consumers' taste and the interaction between sensory judgment and taste perception.The results showed that both colors and textures had a significant affect on the sensory expectation (pre-tasting score) of canned beer, but their effects on the sensory score after tasting (actual perception)were inobvious. The analysis of the influence of the interaction between color, texture and shape on taste perception shows that when the expected packaging appearance perception is similar to the actual drinking perception (i.e., straight line and B/G or arc line and Y/R), it is more likely to obtain consumers' favor and higher purchase intention evaluation than the inconsistent canned beer packaging (i.e., straight line and Y/R and arc line and B/G). This paper discusses the influence of these results on the packaging design of canned beer and the possibility of improving the brand efficiency by meeting the visual elements of packaging design expected by consumers.

The Effects of Brand Experience on the Perceived Value of Customers in China and Korea

  • CHENG, Zhen-Feng;KIM, Gyu-Bae
    • The Journal of Economics, Marketing and Management
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    • v.9 no.3
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    • pp.1-9
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    • 2021
  • Purpose: This study investigates causal relationships among brand experience, perceived value and brand support behavior in both Chinese and Korean consumers, and also examines the moderating effects of interaction with customers in the relationships between brand experience and perceived value. Research design, data and methodology: Three research were presented and examined empirically in this study. First research question is about relationships among brand experience, perceived value and brand support behavior. Second is about the moderating role of interaction with customers and third is about the differences in the causal relationships between China consumers and Korean consumers. A total of 377 samples who had visited theme parks in China and Korea were surveyed. Results: Sensory experience, emotional experience, and cognitive experience have significant causal relationships with perceived value in Both Chinese and Korean consumers. Perceived value has a positive effect on brand support behavior and interaction with customer has a moderating effect between brand experience variables and perceived value in Both Chinese and Korean consumers. Second, the causal relationship between behavioral experience and perceived value is not significant in Both Chinese and Korean consumers. Third, there were significant differences in the effects of emotional experience and cognitive experience on perceived value between Chinese consumers and Korean consumers. Conclusions: Managers of theme park industry should design experience programs considering various brand experience variables for both Chines consumers and Korean consumers. Second, it is necessary to raise the level of customer interaction between employees and customers.

Apparel design evaluation process from users' perceived values

  • Kim, Jungsook
    • The Research Journal of the Costume Culture
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    • v.22 no.1
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    • pp.158-166
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    • 2014
  • Apparel design is an economic activity to create values for users over the value chain of a product. In this paper, the contribution of apparel design is defined as the enhancement of users' perceived values by improving users' experience of products. In this context, the value of a product corresponds to compensation for experience or a promise for experience of a product. Experience can be sensory or psychological benefits to users. To evaluate the value of apparel design, the researcher identified and analyzed the apparel design parameters affecting users' experience and benefits of products such as macro-, micro-environmental factors, value chain factors, apparel designer factors, and user factors. For an analytical modeling of the values of apparel design, this paper introduces the concept of a utility function from economics. In economics, utility is a measure of desirability or satisfaction that can be correlative to need or desire. The measure of value can be found in the price which a user is willing to pay for the fulfillment or satisfaction of need or desire via the experience of a product.

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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