• Title/Summary/Keyword: display perceptions

Search Result 30, Processing Time 0.02 seconds

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

  • Tong, Songzhen;Choe, Pilsung;Shi, Pei;Yang, Lin
    • Journal of the Ergonomics Society of Korea
    • /
    • v.32 no.3
    • /
    • pp.253-258
    • /
    • 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
    • Journal of Distribution Research
    • /
    • v.2 no.1
    • /
    • pp.35-57
    • /
    • 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.

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

  • Chung, Yoo Ra;Lee, Jee Yeon
    • Journal of the Korean Society for information Management
    • /
    • v.34 no.2
    • /
    • pp.27-45
    • /
    • 2017
  • We investigated the user behavior of the theme display provided by the public libraries as an active information service. Specifically, we wanted to study the library patrons' library use behavior and perception. There were in-depth interviews with seven librarians and eight patrons to develop a set of research questions and the questionnaire. We conducted the survey with 232 patrons then the statistical analysis. The analysis result revealed that the theme display helped the patrons' wider use of the library resources and also positively affected patrons' perception on the librarians as well as the evaluation of the library services. Based on the findings, we recommended the active incorporation of the theme display within the limitation of the libraries' facility and patrons' interests.

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

  • Dongchul Han;Sang-Lin Han
    • Asia Marketing Journal
    • /
    • v.1 no.2
    • /
    • pp.141-157
    • /
    • 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

  • PDF

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

  • Seo, Mi-Ra
    • Journal of Digital Convergence
    • /
    • v.10 no.8
    • /
    • pp.311-316
    • /
    • 2012
  • With the growing market for the internet advertisement, the user perceptions of the importance of the Internet advertisement have been also changed. It is quite certain that the use of Internet banner advertising, which is much more cost-effective than other types of advertisement, is the most attractive to advertisers. At the same time, the interactivity of the internet banner advertisement has been recognized as an attractive portion of advertisement, which can make the users keep their attention toward the banner advertisement. The internet banner advertisement utilizes its characteristics, such as the additions of both visualized transformations and synesthetic concepts, to increase users' curiosity and interest. Hence, the present study analyzed the cases by exploring potential seven display factors of game-like internet banner advertisement based on previous literature with regard to the analysis of characteristics of the internet banner advertisement, components of design structures, and components of games.

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

  • Park, Yoon Ok;Min, Sung Hee;Lee, Min June
    • Korean journal of food and cookery science
    • /
    • v.31 no.4
    • /
    • pp.441-447
    • /
    • 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
    • Journal of Distribution Science
    • /
    • v.19 no.2
    • /
    • pp.53-64
    • /
    • 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
    • International conference on construction engineering and project management
    • /
    • 2020.12a
    • /
    • pp.117-121
    • /
    • 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.

  • PDF

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

  • Lee, SangWook;Chung, Donghun
    • Journal of Broadcast Engineering
    • /
    • v.19 no.1
    • /
    • pp.44-55
    • /
    • 2014
  • The goal of 3D stereoscopy is not only to maximize positive experiences (such as sense of realism) by adding depth information to 2D video but to also minimize negative experiences (such as fatigue). This study examines the impact of different depth levels induced by adjusting 3D camera convergences on positive and negative experiences and finds an optimal parameter for viewers. The results show that there are significant differences among depth levels on spatial involvement, realistic immersion, presence, depth perception, screen transmission, materiality, shape perception, spatial extension and display perception. There are also significant differences for fatigue and unnaturalness. This study suggests that reducing the camera convergence angle of an object by $0.17^{\circ}$ behind the object is the optimal parameter in a 3D stereoscopic setting.

Analysis of Types for Emotional Design Elements Favored by Galaxy Phone

  • Lee, Youngju;Kong, Jinyell
    • Journal of Communication Design
    • /
    • v.39
    • /
    • pp.82-90
    • /
    • 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.