Purpose - Color is perceived to have an effect on humans' cognition and behavior because of its association with specific concepts. Since there are few studies linking color and price presentation, we investigated a constrained condition of consumers' regulatory focus and involvement. Research design, data, and methodology - We performed a 2 (color: red vs. black) × 2 (regulatory focus: prevention vs. promotion) × 2 (involvement: high vs. low) test of our hypothesis. The target product was a portable data storage device (USB) and data from 165 respondents were analyzed. Each condition had two stages. In the first, product information and price were presented. After reviewing the product information, respondents evaluated price attractiveness. In the second stage, respondents filled out regulatory focus and involvement questionnaires. The main variables were color, regulatory focus, and involvement. Therefore, we ran a three-way ANOVA (Analysis of Variance) to test our hypothesis. Results - When the price was red (vs. black), consumers perceived the red price as more attractive than the black price. However, this effect varied by situation. Specifically, in the low involvement condition among prevention-focused consumers, when the price was in red, price attractiveness was higher than when the price was in black. However, for promotion-focused consumers, there was no difference in the price color effect. In the high involvement condition, promotion-focused consumers showed stronger price attractiveness for the red price than the black price. However, the effect of price color diminished for prevention-focused consumers. That is, prevention-focused consumers did not reveal a different price perception between red versus black in the high involvement condition. Conclusions - This research contributes by academically linking the effects of color to price attractiveness, and focusing on the interaction of regulatory focus and involvement. When involvement is low, the effect of red disappeared for promotion-focused consumers, whereas the same happened for prevention-focused consumers under the condition of high involvement.
The Journal of the Convergence on Culture Technology
/
v.10
no.2
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pp.343-348
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2024
Today, AI image creation programs are optimized for various and specialized purposes such as fashion product advertising, customized fashion style suggestions, and design development, and are actively utilized in the fashion industry. Meanwhile, color is a powerful formative element and plays an important role in expressing images for suggesting products or fashion styles. This study seeks to expand understanding of the use of Midjourney by identifying the characteristics of color combinations that appear in clothing images created using Midjourney among AI image creation tools. The results of this study are as follows. First, the initial image created in Midjourney reflects the existing image color used to create the image more than the color specified in the command. Second, the color combinations that appear in the clothes of the images created in Midjourney are divided into separate and mixed colors. The ratio of colors expressed in a separate color scheme is affected by the color order specified in the command. The number of colors combined in a mixed color scheme appears as a combination of fewer colors than the total number of colors of clothing in the existing image used to create the image in Midjourney and the number of colors specified in the command. Third, caution is needed because changes in background color can affect the user's color perception of the clothes in the image and the formation of the costume image. It is hoped that the results of this study will be helpful in fashion design education and practice.
This study was done for the proposal for improvement for junior sportswear which is substitutable as uniforms in the form of elementary school and physical education uniforms by analyzing detailed features through investigation. Accordingly, we developed a prototype design for physical education uniforms as a symbol of the school to enhance the aesthetic and functional satisfaction. The results are as follows. When we developed physical education uniforms, we put activity on our first priority while taking the improvement in both aesthetic and functional aspects into consideration. In addition, we tried to make sure the uniforms reflect the refined and trendy elements to meet students needs to satisfy their aesthetic sense in dress. Reflecting the improvement proposals and preferences of the students, six different prototype designs were developed and evaluated on the basis of two concepts of "new basic" and "trendy". The highest ranking, the physical education uniforms design 1 is based on new basic concept and characterized with slim fit considering activity which will be worn as fall/winter physical education uniforms. Design 1 uses ottoman functional knit as a fabric material which is not only students favorite but also good in both flexibility and warmth. Top with style of high-neckline collar and full open zip-up is simplified with the incision lines and detail. It is a set-in sleeve design in which blue and yellow collars signifying school color are properly placed along with the incision lines in harmony.
Journal of the Korea Society of Computer and Information
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v.23
no.1
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pp.49-55
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2018
In this paper, we propose a design and development of instructional cards to understand the grammar of coding, solving the problems and extending the computational thinking in the robot-driven environment. First, we designed the input/output module of the robot to process the coding grammar through the function analysis of the robot. And we designed the module of command card to learn coding grammar using color sensors. We have proven the validity of the designed instruction card by examining the experts to see if it is suitable for coding grammar learning. Designed robot and command card were developed with 28 cards and sensor robot. After applying the developed robot and command card to the elementary school students, the questionnaire showed that students grow the understanding and confidence of coding. In addition, students showed an increased need for programming learning.
Purpose: The development of natural batik dyes based on a combination of coconut fiber waste and avocado leaves using the extraction method is important to support the green economy and reduce chemical waste in Indonesia. Research design, data and methodology: The research explores the use of coconut fiber and avocado leaf waste extraction as a natural batik dye and conducts market testing to assess consumer satisfaction. Results: Indonesian batik exports are growing, but synthetic dye practices are causing a decline in demand. To address this, natural dyes are being explored, including coconut fiber waste and avocado leaf waste. Conclusion: Test results from washing at 40 degrees Celsius in terms of color changes and color staining, from sweat in terms of changes in acid color and changes in base color, to sunlight in terms of color fastness value, to heat to iron in terms of color change and color staining shows a value of 3-4 (quite good) and 4-5 (good), meaning that coconut fiber and avocado leaves waste can be used as natural batik dye.
Journal of the Korea Fashion and Costume Design Association
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v.9
no.3
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pp.115-132
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2007
The purpose of this research is that to study of musical performer's purchasing behavior, satisfaction and design preference, and to give the information for better performance costume market based on that result. The target for the survey is limited only for above 4th grade female students and have experienced more than three times of performances. Total 364 questionnaires are used for this research. The SPSS was used for the analysis. The results were, first, in the survey of place of purchasing, specialty shop for musical performance shop was the most. The most group for the budget that they spent was under 100,000 Won. Rational price for costume would be 150,000-300,000 Won. Most people purchase costume before 2 weeks and compare 3-4 stores mostly. There were not many complaints about being comfort for costume itself. The preference for costume was different depends on not only scale of performance but also whether solo, duet or trio or more. Also harmony with other person costume was most consideration factor when they perform duet or more. For the choice of shop factor following were considered the most important; various selections, kindness of sales persons and possibility for trying various costumes. However, locations of shop or delivery service were not important relatively. For the choice of costume factor, design color, comfort and functionality were considered the most important but price, quality and decoration were not. For 'the satisfaction after purchase costume' factor, people's opinions, best appearance on the stage and meeting image with themselves were considered the most important. Second, on the subject for 'design preference of costume based on type of performance', people chose different color of dress depends on what types of performance. In case of solo, they prefer vivid primary color; in case of trio or more, they prefer black; in case of duet, they prefer pastel tone. As for preference of sleeve design, all of them prefer non-sleeve type.
Contemporary fashion research has paid increasing attention to the sublimity in the context of postmodernism. Sublimity is considered essential in contemporary fashion design as it arouses complex emotions which verbal expression cannot describe. Therefore, contemporary fashion designs need to be interpreted in terms of the sublimity. Through a detailed review of literature, the present study discusses Kantian and Lyotardian sublimity as main theories representing conventional and cotemporary concepts of sublimity. This paper selected five Korean fashion designers who won the prize of Samsung Design Fund from 2006 to 2019 and actively introduce their works every year. Images were collected to analyze their designs introduced from 2018 S/S to 2019F/W at their website. In addition, formative and color characteristics were analyzed to identify the changing features of s sublimity. Major findings of analyses are as follows. First, all designers' collections reflected both male and female sublimity with the respect to its formative characteristics. Color characteristics of sublimity indicated that Jeong, Wook Jun's collections represented features of male sublimity and other designers works showed elements of female sublimity. Essentially, the typical contemporary concept of the sublimity was found in the designs of Seo, Hye In. Consequently, female sublimity is more inclusive than male sublimity, while being opened to otherness.
The purpose of this study is to develop a new makeup-kit brand for education, analyzing customer satisfaction of makeup-kits used in makeup lessons provided by lifelong education centers of colleges. The research method is as follows. In order to understand the current status of the kits used in makeup lessons offered by lifelong education centers of colleges in South Korea, the study conducted a survey from October 10 of 2014 to October 31 via fax, telephone and e-mail targeting these 98 colleges that were open makeup-courses available in October 2014. As for an analysis technique, the study used a frequency analysis. In order to develop a makeup-kit brand, the study investigated these makeup-kits as well and presented a BI draft and a makeup-kit design that the study had created for itself using Photoshop CS6 and Illustrator CS4. According to findings of the survey, the students were not satisfied with kits that had too many items, were high in price and had poor case design. In the light of that, the study conducted to develop a low to middle priced makeup-kit ranging from 110,000 KRW and 150,000 KRW with approximately 26 items. In terms of a case design, black was a dominant color which would make the case feel simple and modern. Dimensions of a small size makeup-kit container were 22cm*35cm*37cm with a sponge and rubber pad proposed as product ideas. The study also worked on a BI design.
The purpose of this study is to help create environments for early childhood education according to the principles of Constructivism. Generally, preschools in Ulsan Metropolitan City were used as samples for this study More particularly, 116 kindergartens were surveyed by telephone to evaluate their education programs. Four kindergartens that completely or partially used Constructivism in their programs were chosen as primary subjects for this study The results of this study were as follows: First, it was discovered that preschool education in Ulsan uses an integrated education model based on activities and Montessorie. Constructivist programs were also present using Project Approach, Reggio Emilia and Piaget. Second, the number of infants per class averaged 29.3. The average infants per playroom was 2.38$m^2$. It seems, therefore, that there is a lack of sufficient space for activities. Playroom furniture is primarily used for storage and it lacks variety and flexibility of use. The interior of preschools in related to materials, color and images also showed little difference among schools. Third, it was found that virtually every play space did not have adequate water playing and sand playing sections. Instead, the space for the large-muscle activities of big groups was used for this purpose. Fourth, kindergartens that use the principles of Constructivism plan to specialize their activities. Those only partially using Constructivism showed conventional tendencies and small play spaces that would be defined as inadequate according to Constructivism. This study, therefore, demonstrates that preschool education based on Constructivism are not being well-implemented in concert with other programs.
KSII Transactions on Internet and Information Systems (TIIS)
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v.15
no.9
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pp.3169-3185
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2021
The majority of students in higher education institutions are among generation Z. They have always depended on e-learning to support their learning activities. Therefore, higher education institutions should provide an attractive e-learning platform. E-learning interface design should be reviewed frequently to smoothen the interaction between students and the e-learning system. It is because interface design that fulfils generation Z students' preferences and expectations may upsurge their participation in e-learning. However, interface design has continually been condemned and turn out to be part of the problem that contributes to the failure of e-learning. Lack of consideration about generation Z students' preferences towards the interface design of e-learning is the factor that leads to these causes. Therefore, this study focused on identifying design characteristics of colour and graphic elements of e-learning from generation Z students' perception. This research involved a purposive sampling method for questionnaire among students of generation Z. The findings from this study could help e-learning developers to design the interface of e-learning that is suitable for generation Z students that will consider color and graphic as important characteristics.
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