• Title/Summary/Keyword: approach behavior

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Consumer Emotional Experience and Approach/Avoidance Behavior in the Store Environment with Digital Signage -Moderating Effect of Perceived Surprise- (점포내 디지털 사이니지 환경에서 소비자 감정체험과 접근/회피행동 -지각된 놀라움의 조절효과-)

  • Kim, Eun Young;Sung, Heewon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.41 no.2
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    • pp.266-280
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    • 2017
  • This study predicted consumer approach/avoidance behavior through consumer emotional experiences and examined the moderating effect of perceived surprises in the context of digital signage in store environments. A self-administered questionnaire consisted of consumer emotional experience (e.g., pleasure, arousal, and dominance), approach-avoidance behavior and perceived surprise by digital signage. A total of 278 usable responses were obtained from consumers who experienced digital signage at fashion retail stores. The findings support the Mehrabian-Russell model in the context of digital signage. Approach behavior was predicted by pleasure and arousal emotional experience, while avoidance behavior was predicted by dominance. The moderating effect of perceived surprise was also indicated in the effect of emotional experience on approach or avoidance behavior. In the high level of perceived surprise, pleasure and arousal had significant effects on approach behavior, whereas dominance had significant effect on avoidance behavior. This study discussed theoretical and managerial implications for creating emotional experiences and developing strategic store management by utilizing new digital technology within the fashion retail environments.

A Study on Consumer Behavior by the human Ecological Approach -with Special Attention to housing prepurchasing behavior- (인간생태학적 접근방법에 의한 소비자행동연구 - 住宅情報探索행동을 중심으로-)

  • 박혜선;김기옥
    • Journal of Families and Better Life
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    • v.6 no.1
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    • pp.95-116
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    • 1988
  • this study has dual purposes; one is to develope a new theoretical framework in consumer behavior area by applying the human ecological approach, and the other is to test the theory empirically area by applying the human ecological approach, and the other is to test the theory empirically by examining prepurchasing behavior of housing. Research methods adopted in this study are library search and survey research with self-administered questionnaires. The statistical methods used in the survey research are factor analysis, chi square test, and multivariate analysis with crosstablulations. According to the human ecological approach, ecological environments are important sources of consumer needs which , in turn, are satisfied by purchasing behavior in the market. Within this theoretical framework, consumers con improve the quality to life by perceving clearly what their needs are thereby making the most possible efficient purchasing decision making. The major findings of the empirical research on the basis of the theoretical framework are as follows; 1) Housing needs significantly vary with different ecological environment. 2) consumer information search behavior does not differ significantly by housing needs. 3) Housing needs turn out to be an intervening variable between ecological environments and consumer information search behavior. the results of this study show that the human ecological approach is useful in consumer behavior studies. The empirical result that consumer needs are not significantly satisfied by consumer behavior suggests a now direction in consumer education.

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An Autonomous Mobile Robot Control Method based on Fuzzy-Artificial Immune Networks and RBFN (퍼지-인공면역망과 RBFN에 의한 자율이동로봇 제어)

  • 오홍민;박진현;최영규
    • The Transactions of the Korean Institute of Electrical Engineers D
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    • v.52 no.12
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    • pp.679-688
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    • 2003
  • In order to navigate the mobile robots safely in unknown environments, many researches have been studied to devise navigational algorithms for the mobile robots. In this paper, we propose a navigational algorithm that consists of an obstacle-avoidance behavior module, a goal-approach behavior module and a radial basis function network(RBFN) supervisor. In the obstacle-avoidance behavior module and goal-approach behavior module, the fuzzy-artificial immune networks are used to select a proper steering angle which makes the autonomous mobile robot(AMR) avoid obstacles and approach the given goal. The RBFN supervisor is employed to combine the obstacle-avoidance behavior and goal-approach behavior for reliable and smooth motion. The outputs of the RBFN are proper combinational weights for the behavior modules and velocity to steer the AMR appropriately. Some simulations and experiments have been conducted to confirm the validity of the proposed navigational algorithm.

The Effect of Presentation of Apparel Products on Consumers' Approach Behavior using 3D Avatar Model (3차원 아바타 모델을 활용한 의류상품 제시가 소비자 접근행동에 미치는 영향)

  • Yang, Hee-Soon;Choi, Young-Lim
    • Fashion & Textile Research Journal
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    • v.15 no.1
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    • pp.65-72
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    • 2013
  • This study utilizes a S-O-R model to investigate the effects of apparel product presentations using a 3D avatar model in Internet fashion malls for pleasure(emotional state) and approach behavior. We chose a 3D avatar model to present a fashion product in this study. The model walked for about one minute on stage; subsequently, respondents completed a questionnaire after they viewed it. The questionnaire consists of telepresence, pleasure and approach behavior. Respondents are limited to females 20s and 30s years old who have purchased fashion products in an Internet mall and are highly interested in fashion products. A total of 226 samples were used for the final analysis. Cronbach's alpha, correlation analysis, confirmatory factor analysis, and structural equation modeling were utilized in this study. The results are as follows. First, telepresence has a significant influence on pleasure; subsequently, pleasure influenced consumer approach behavior. Second, telepresence positively influenced the approach behavior (directly and indirectly). This verified the effectiveness of a 3D avatar model using S-O-R. A 3D avatar model can be a strategic alternative in the fiercely competitive Internet shopping sector.

Flexural Fracture Behavior of Reinforced Concrete Beam Based on Fracture Mechanics Approach (파괴역학에 근거한 철근콘크리트 보의 휨 파괴거동)

  • 어석홍;최덕진;홍기호;김희성
    • Proceedings of the Korea Concrete Institute Conference
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    • 2002.10a
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    • pp.149-154
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    • 2002
  • An analytical fracture mechanics approach was used to investigate the fracture behavior of reinforced concrete beams. By use of this approach based on fracture mechanics concepts, the crack width and length as well as the strength and cracking stability of reinforced concrete beams were investigated. The results obtained from the analytical studies were also discussed in terms of the minimum reinforcement ratio and crack width specified in design code provisions. The analytical approach based on fracture mechanics concepts are very useful to predict the fracture behavior of reinforced concrete beams.

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Modeling and Simulation of HMI Behaviors of 3D Virtual Products using XML (XML을 이용한 3D 가상 제품의 HMI 행동양태 모델링과 시뮬레이션 방안)

  • Jung, Ho-Kyun;Park, Hyungjun
    • Korean Journal of Computational Design and Engineering
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    • v.20 no.1
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    • pp.75-83
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    • 2015
  • In the virtual prototyping (VP) of digital products, it is important to provide the people involved in product development with the visualization and interaction of the products, and the simulation of their human machine interaction (HMI) behaviors in interactive 3D virtual environments. Especially, for the HMI behavior simulation, it is necessary to represent them properly and to play them back effectively according to user interaction in the virtual environments. In a conventional approach to HMI behavior simulation, user interface (UI) designers use UI design software tools to generate the HMI behavior of a digital product of interest. Due to lack of reusability of the HMI behavior, VP developers need to analyze and integrate it into a VP system for its simulation in a 3D virtual environment. As this approach hinders the effective communication between the UI designers and the VP developers, it is easy to create errors and thereby it takes significant time and effort especially when it is required to represent the HMI behavior to the finest level of detail. In order to overcome the shortcomings of the conventional approach, we propose an approach for representing the HMI behavior of a digital product using XML (eXtensible Markup Language) and for reusing it to perform the HMI behavior simulation in 3D virtual environments. Based on the approach, a VP system has been developed and applied for the design evaluation of various products. A case study about the design evaluation is given to show the usefulness of the proposed approach.

A Comparative Study on Behavior-based Agent Control for Computer Games

  • Kim, Tae-Hee
    • Journal of Korea Game Society
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    • v.2 no.2
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    • pp.37-45
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    • 2002
  • Computer games could be regarded as simulation of the real world. Control problems of software agents have long been studied in the field of Artificial Intelligence (AI), resulting in giving a birth to the behavior-based approach. three main approaches might be categorized out of the history of AI study. First, Cognitivists propose that intelligence could be represented and manipulated in terms of symbols. Second, Connectionists claim that symbols could not be isolated but they are embedded in the body structure. Third, the behavior-based approach is an approach to AI which suggests that intelligence is dynamic property that exists nowhere but emerges in the relationship of an agent and the world including observers while the agent performs behavior. This paper explains and compares the three approaches to AI, then discusses the plausibility of the behavior-based approach and problems. Finally, this paper proposes application of behavior-based approach to computer games in terms of agent control.

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Collective Interaction Filtering Approach for Detection of Group in Diverse Crowded Scenes

  • Wong, Pei Voon;Mustapha, Norwati;Affendey, Lilly Suriani;Khalid, Fatimah
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.13 no.2
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    • pp.912-928
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    • 2019
  • Crowd behavior analysis research has revealed a central role in helping people to find safety hazards or crime optimistic forecast. Thus, it is significant in the future video surveillance systems. Recently, the growing demand for safety monitoring has changed the awareness of video surveillance studies from analysis of individuals behavior to group behavior. Group detection is the process before crowd behavior analysis, which separates scene of individuals in a crowd into respective groups by understanding their complex relations. Most existing studies on group detection are scene-specific. Crowds with various densities, structures, and occlusion of each other are the challenges for group detection in diverse crowded scenes. Therefore, we propose a group detection approach called Collective Interaction Filtering to discover people motion interaction from trajectories. This approach is able to deduce people interaction with the Expectation-Maximization algorithm. The Collective Interaction Filtering approach accurately identifies groups by clustering trajectories in crowds with various densities, structures and occlusion of each other. It also tackles grouping consistency between frames. Experiments on the CUHK Crowd Dataset demonstrate that approach used in this study achieves better than previous methods which leads to latest results.

BOUNDARY BEHAVIOR OF GREEN'S POTENTIALS WITHIN TANGENTIAL APPROACH REGION

  • Choi, Ki Seong
    • Journal of the Chungcheong Mathematical Society
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    • v.11 no.1
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    • pp.163-172
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    • 1998
  • In this paper, we will study properties of the Green's potential for the Green's function of B which is defined in [8]. In particular, we will investigate boundary behavior of some functions related with Green's function within tangential approach regions that were used in [4].

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Procedural Behavior Model using Behavior Tree in Virtual Reality Applications

  • Seo, Jinseok;Yang, Ungyeon
    • Journal of Multimedia Information System
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    • v.6 no.4
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    • pp.179-184
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    • 2019
  • This paper introduces a study for procedurally generating the behavior of objects in a virtual environment at runtime. This study was initiated to enable the behavioral model of objects in virtual reality applications to evolve in response to user behavior at runtime. Our approach is to describe the behavior of an object as a behavior tree, and to make a node of the behavior tree change to another type if a certain condition is satisfied. We defined four types of node changes: "parameterized", "probabilistic", "alternate", and "variant". We experimented with a virtual environment that includes a variety of simple procedural elements to explore the possibilities of our approach. As a result of the implementation, if an optimization algorithm that can select and apply the optimized procedural elements in response to the user's behavior is complemented, it is confirmed that more intelligent objects and agents can be implemented in virtual reality applications.