• 제목/요약/키워드: display perceptions

검색결과 30건 처리시간 0.023초

Experimental Comparisons of Leading Display and RSVP Display of Chinese Dynamic Text in Searching Tasks

  • Tong, Songzhen;Choe, Pilsung;Shi, Pei;Yang, Lin
    • 대한인간공학회지
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    • 제32권3호
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    • pp.253-258
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    • 2013
  • Objective: This study investigates user performance and user perceptions of dynamic Chinese text displays (Leading display and RSVP display) when users search for target information. Background: Today, information searching with dynamic displays is widely used in TV programs, on Internet advertisements, for traffic information systems, and more. Method: A human factors experiment was conducted to compare both displays. Eighteen subjects participated in evaluating two simulated interfaces for the leading display and the RSVP display. Results: The results show that the leading display was better in terms of search time and certain subjective measurements (Easiness, frustration, anxiety). The latter results are consistent with the conclusions of other research efforts showing that dynamic displays are more effective and efficient when reading information. Conclusion: The leading display is more useful for Chinese users in terms of both information searching and information reading. Application: This study helps design dynamic displays written in Chinese texts.

쇼핑유형이 소비자의 점포 디자인 지각에 미치는 영향

  • 한동철;성희승
    • 한국유통학회지:유통연구
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    • 제2권1호
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    • pp.35-57
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    • 1997
  • In retailing, it seems very important to examine how consumers perceive in store design factors such as instore space for walking, product arrangement styles, instore display types, window sizes, and possibly others. Furthermore, consumers perceptions of various designs would be differentiated by consumers shopping patterns such as actual shopping versus window shopping. This article empirically investigates how various desings create different consumer reactions measured by consumer mood and store image depending on the types of consumer shopping. It was found that design factors such as open, focused, and big would create better consumer mood and consumer perceptions of store image than closed, unfocused, and small. Another finding was that consumer perceptions would interact with consumer shopping patterns. Based on the research findings, some implications are discussed in the article.

공공도서관의 테마전시 이용에 따른 이용자의 도서관 인식 및 이용행태 변화 연구 (A Study on Public Library Users' Perceptions and Behavior Changes after Using the Theme Display Service)

  • 정유라;이지연
    • 정보관리학회지
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    • 제34권2호
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    • pp.27-45
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    • 2017
  • 본 연구는 도서관에서 제공하는 적극적 정보제공 서비스로서의 테마전시 이용행태를 조사하고, 그 효과로서 이용자의 도서관 이용행태 변화와 인식변화를 확인하고자 하였다. 테마전시를 제공하는 3개 도서관의 7명의 사서와 8명의 이용자 심층인터뷰를 통해 연구 질문 및 설문지를 개발하고, 232명의 이용자를 대상으로 설문 및 통계분석을 수행하였다. 분석 결과 테마전시 서비스가 이용자들의 다양한 자료이용을 도울 뿐 아니라, 사서에 대한 인식 및 도서관 평가에 긍정적인 변화를 주고 있음을 확인할 수 있었다. 이를 토대로 각 도서관의 환경과 이용자층에 맞춰 테마전시를 적극적으로 수행할 것을 제안하였다.

Effects of Design Factors and Shopping Types on Consumer Mood and Store Image

  • Dongchul Han;Sang-Lin Han
    • Asia Marketing Journal
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    • 제1권2호
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    • pp.141-157
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    • 1999
  • In retailing, it is very important to examine how consumers perceive and react to in-store design factors such as in-store space for walking, product arrangement styles, display types, and window sizes. Furthermore, consumers' perceptions to the various designs would be differentiated by consumers' shopping patterns such as actual shopping versus window shopping. This article investigates how various designs create different consumer reactions measured by consumer mood and store image depending on the types of consumer shopping (i.e. actual shopping vs. window shopping). It was found that design factors such as open, focused, and big created better consumer mood and consumer perception of store image than closed, unfocused, and small. Another finding is that consumer perceptions interact with consumer shopping patterns. Based on the research findings, managerial implications are also discussed

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게임성향 인터넷 배너광고의 표현요소 도출 (Analysis of Game-Like Internet Banner Advertisement Based on Display Factors)

  • 서미라
    • 디지털융복합연구
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    • 제10권8호
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    • pp.311-316
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    • 2012
  • 인터넷 광고 시장의 비중이 커지면서 인터넷 광고의 중요도에 대한 사용자 인식이 변화하고 있다. 특히 광고주에게는 저비용 대비 고효율을 올리는 인터넷 배너광고는 매력적인 광고 매체임이 틀림없는 사실이다. 동시에 인터넷 배너광고의 상호작용성은 사용자에게도 배너광고에 몰입할 수 있도록 하는 매력적인 광고 요소로 인식되고 있다. 사용자의 호기심과 흥미 유발을 위해 시각적인 형태 변화와 더불어 공감각적인 개념을 추가하는 등 인터넷 배너광고의 특성을 최대한 활용하고 있다. 이에 본 연구에서는 배너광고의 특성 분석, 디자인 구성요소 및 게임의 구성요소의 선행연구들을 토대로 게임성향 배너광고의 7가지 표현요소를 도출한 후 사례 분석하였다.

전통장류에 대한 일부 초등학생 대상 영양교육의 효과 (Effects of Nutrition Education about Korean Traditional Fermented Soybean Products for Elementary School Students)

  • 박윤옥;민성희;이민준
    • 한국식품조리과학회지
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    • 제31권4호
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    • pp.441-447
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    • 2015
  • This study was conducted to investigate the effects of educating 5th graders in elementary school about Korean traditional fermented soy products. The percentage of correct answers from the educated group increased after nutrition education compared to the non-educated group (p<0.001). The perceptions and attitudes regarding Korean traditional fermented soy products increased significantly after nutrition education (p<0.05). Analysis of the preference for Korean traditional fermented soy products based on participation in nutrition education showed that both groups were not significantly different in all categories including soybean paste, soy sauce, and red pepper paste. The investigation on differences in intake frequency of Korean traditional fermented soy products showed that both groups did not display statistically significant differences in all categories including soybean paste, soy sauce, and red pepper paste. These results confirmed that the nutrition education activity program had positive effects in correcting 5th graders' knowledge, perceptions and attitudes regarding Korean traditional fermented soy products. However, it did not significantly affect their preferences and intake frequency. This indicates that short-term education cannot effect changes in preference or actual behaviors. Therefore, continuous nutrition education activities are required.

Spatial Distance Effect in Shaping Perceived Similarity of Products in the Online Store

  • JANG, Jung Min
    • 유통과학연구
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    • 제19권2호
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    • pp.53-64
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    • 2021
  • Purpose: Even though arranging images of products is a common practice in the online retail context, relatively little attention has been paid to the distance effect among alternatives, that is, how distance among displayed products can impact consumers' responses. Drawing on contagion theory, the primary goal of the current study is to investigate how spatial distance between two products in a product display can influence consumers' perceived similarity. Research design, data and methodology: This study used a 2(spatial distance: close vs. far) experimental design and collected data from undergraduate students in Korea through an online survey using Qualtrics. ANOVA was conducted to test the proposed effect, in which the dependent variables are the perceived similarity of usage occasion/purpose (Study 1) and the indexed differences of perceived brand statuses between two products (Study 2). Results: The results of both experiments indicated that the displayed products were perceived to be more similar to one another when products were presented close together (vs. far). Conclusions: The results help to fill a research gap and provide a better understanding of the role of physical distance in diverse marketing communications. This is especially useful when designing online shopping websites to form perceptions of brand images.

The effectiveness of HMD-based virtual environments through 3D camera for hotel room tour

  • Kim, Ki Han;Lee, Junsoo;Koo, Choongwan;Cha, Seung Hyun
    • 국제학술발표논문집
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    • The 8th International Conference on Construction Engineering and Project Management
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    • pp.117-121
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    • 2020
  • Many of hotel customers obtain information from hotel websites to find the best alternative. One of the crucial information for the choice is spatial/visual information of hotel rooms. However, hotel website provides photographs only showing representative room features that may not be sufficient to give a full understanding of hotel room to customers. HMD-based 3D virtual environments (HVE) created by 3D camera could improve customers' experiences of hotel rooms by providing full virtual tours of hotel rooms. However, to the best of our knowledge, whether HVE can adequately provide similar customers' perception on spatial/visual information remains unproven as physical hotel rooms. The present study thus aims to verify how similar and reliable information on physical hotel room HVE provides to hotel customers in comparison with hotel website with 2D photograph and display-based 3D virtual environment. For this purpose, this study conducted a comparative experiment to investigate perception of three environments. As a result, the study found that HVE is more effective to provide spatial/visual information as similar as an actual hotel room. In addition, HVE increases customers' perceptions towards the reliability of information, the quality of hotel room and intention to book.

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스테레오 영상의 깊이감에 따른 프레즌스, 지각된 특성, 부정적 경험의 차이 (Influence of Depth Differences by Setting 3D Stereoscopic Convergence Point on Presence, Display Perception, and Negative Experiences)

  • 이상욱;정동훈
    • 방송공학회논문지
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    • 제19권1호
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    • pp.44-55
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    • 2014
  • 3D 영상의 궁극적인 목표는 부정적 경험을 최소화하면서 동시에 깊이감 정보를 추가하여 얻을 수 있는 더 큰 몰입감, 사실감과 같은 긍정적 경험을 극대화시키는 것이다. 본 연구는 3D 카메라의 컨버전스 레벨을 다르게 조절했을 때 나타나는 깊이감 차이가 긍정적 그리고 부정적 경험에 어떠한 영향을 미치는지 살펴보고, 최적의 파라미터를 찾는 것을 목적으로 하며 이를 위해 3D 뮤직 비디오를 5개의 다른 컨버전스 레벨에 따라 제작하고 100명을 대상으로 실험을 진행하였다. 연구 결과는 깊이감에 따라 프레즌스와 프레즌스의 하위차원인 공간관여, 몰입실재감 등에서 유의미한 차이가 있었으며, 지각된 특성과 지각된 특성의 하위차원인 깊이 지각감, 화면 전달감, 모양 지각감, 공간 확장감 역시 유의미한 차이가 있었다. 또한 부정적 경험 요인인 피로감과 부자연스러움도 그룹에 따라 각각 차이가 있음을 보여 주었다. 본 연구결과는 3D 영상 제작 시 카메라의 폭주각은 피사체 위치에서의 폭주각보다 $0.17^{\circ}$ 작게 하여 화면보다 18.66cm 돌출된 영상을 제작하는 것이 영상에 대한 프레즌스와 지각된 특성은 높이고 부정적 경험은 줄여주는 최적의 영상경험을 제공하는 것으로 나타났다.

Analysis of Types for Emotional Design Elements Favored by Galaxy Phone

  • Lee, Youngju;Kong, Jinyell
    • 커뮤니케이션디자인학연구
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    • 제39권
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    • pp.82-90
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    • 2012
  • The present study is focused on investigating the subjective viewpoint of users favoring Galaxy phones as an element for emotional experience designs, and Q methodology used for the study of subjectivity has revealed 3 types. The first type is a type pursuing reasoned actions with high expectations for the emotional quality through direct and indirect experiences of Galaxy phones. They were shown to place an emphasis on portability and usability while having a low preference for the shape of external forms and materials. The second type is a type pursuing planned actions with an emphasis on individual subjective perceptions as well as both of physical sensation and usability. They were distinguished as a type preferring pleasure and efficiency experienced by its use. The third type is a type pursuing differentiated personalities with an emphasis on messages they want to deliver to other people through the products owned by an individual. They were identified as a type emphasizing display of personalities through differentiation in aesthetic elements.