• 제목/요약/키워드: mental simulation

검색결과 80건 처리시간 0.027초

레스토랑의 대기 장소의 위치가 고객의 대기시간 지각에 미치는 영향 (The Effect of Location of Waiting Place on Consumers' Perceived Waiting Time in a Family Restaurant)

  • 박은영
    • 유통과학연구
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    • 제17권6호
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    • pp.77-84
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    • 2019
  • Purpose - Although an extensive body of research in psychology and marketing focuses on perceived waiting time, no research has examined the effect of the location of the waiting place on perceived waiting time. In particular, this study suggests that customers who are waiting in a restaurant may have different perceived waiting time depending on whether they are in close proximity to the service area (e.g., dining area) or farther from it. In particular, the author examines how and why the location of the waiting place affects the perceived waiting time of the consumer and reveals the mental simulation as its psychological mechanism. Research design, data, and methodology - This study conducted field surveys with customers waiting in real restaurants. Eighty-eight people participated under two conditions: a restaurant with a waiting place near the dining area and a restaurant with a waiting place far from the dining area. Participants responded to questions about perceived waiting time (the dependent variable), mental simulation (the mediator), and demographic variables. To verify the hypothesis, ANOVA and bootstrapping analysis were performed. Results - The major results from the field study are as follows. First, participants perceived wait time differently depending on the location of the restaurant's waiting place: participants in the restaurant with a waiting place close to the dining area perceived significantly shorter waiting times. Second, the effect of the location of the waiting place on the perceived waiting time was mediated by mental simulation: the closer the wait location is to the dining area, the more imagination the customer exercises about the meal, which in turn distracts attention from time flow and shortens the perceived wait time. Conclusion - This study has a theoretical implication in that it extends research on perceived waiting time as the first study of how and why the location of a waiting place affects a customer's perceived waiting time. It has a practical implication that can be used as a marketing tactics to improve the image of the service provider by changing the location of the waiting place.

멘탈 시뮬레이션이 혁신적 신제품 평가 및 시용, 구매의도에 미치는 영향: 제품유형을 중심으로 (The Effect of Mental Simulation on Evaluation of Innovative New Product)

  • 서문식;안진우;유재문;오대양
    • 한국콘텐츠학회논문지
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    • 제14권12호
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    • pp.935-949
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    • 2014
  • 오늘날 기업들은 과거에 비해서 빠르게 변화하는 비즈니스 환경에 직면하고 있다. 이러한 급격한 변화는 기술, 자본 시장 구조 등의 분야에서 관찰되고 있다. 빠르게 변화하는 비즈니스 환경에서 경쟁하기 위해 기업은 지속적으로 소비자의 만족도를 충족시키기 위해 새로운 혁신적인 신제품을 출시하고 있다. 그러나 이미 과거에 성공을 한 제품에 비해서 새로운 혁신적인 제품은 소비자의 기술, 정서적 요구를 충족시켜주는 면에서 높을 불확실성을 가지고 있다. 따라서 기업의 마케팅을 새로운 혁신적인 제품의 실패를 줄이기 위해서 많은 노력을 했다. 이에 본 연구는 멘탈 시뮬레이션이 혁신적 신제품 평가에 미치는 영향을 연구하고 있다. 연구목적을 달성하기 위해 2(멘탈 시뮬레이션 : 과정 / 결과) ${\times}2$(제품 유형 : 쾌락재 / 실용재)의 집단 간 실험설계를 구성하였다. 제품에 대한 평가, 시용의도 및 구매의도에 미치는 영향력을 검증하였다. 연구결과, 과정 시뮬레이션에서는 실용적 제품의 평가가 더 높게 나타났으며, 결과 시뮬레이션에서는 쾌락적 제품의 평가가 더 높게 나타났다. 시용의도와 구매의도 역시도 동일한 방향으로 나타난다는 것을 확인할 수 있었다. 이를 통해 제품 유형별로 상이한 멘탈 시뮬레이션 전략이 필요하다는 것을 확인할 수가 있었으며, 고객들의 인지적 감정적 반응에 대한 숙고와 함께 혁신적 신제품의 출시 및 광고전략을 제시하여야 한다는 것을 논의하였다.

A Comparison of Subjective Mental Workload Measures in Driving Contexts

  • Kim, Ji Yeon;Ji, Yong Gu
    • 대한인간공학회지
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    • 제32권2호
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    • pp.167-177
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    • 2013
  • Objective: This study aims to compare the usefulness of subjective measures which are comprised of existing methods like NASA-TLX, Bedford-scale and ZEIS and newly developed method like DALI in measuring drivers' mental workload in terms of validity, sensitivity and diagnosticity. Background: Nowadays, with the development of intelligent vehicle and HMI, mental workload of driver has become more and more important. For this reason, the studies on drivers' mental workload about driving situation and the use of information technology equipment such as mobile phones and navigations were conducted intensively. However, the studies on measuring drivers' mental workload were rarely conducted. Moreover, most of studies on comparison of subjective measures were used with performance based measure. However, performance based measures can cause distraction effect with subjective measures. Method: Participants (N=19) were engaged in a driving simulation experiment in 2 driving contexts (downtown driving and highway driving context). The experiment has 2 sessions according to driving contexts. The level of difficulties by driving contexts were adjusted according to existence of intersections, traffic signs and signals, billboards and the number of doublings. Moreover, as criteria of concurrent validity and sensitivity, the EEG data were recorded before and during the sessions. Results: The results indicated that all subjective methods were correlates with EEG in high-way driving. On the contrary to this, in downtown driving, all subjective methods were not correlates with EEG. In terms of sensitivity, multi-dimensional scales (NASA-TLX, DALI) were the only ones to identify differences between high way and downtown driving. Finally, in terms of diagnosticity, DALI was the most suitable method for evaluating drivers' mental workload in driving context. Conclusion: The DALI as newly developed method dedicated to evaluate driver's mental workload was superior in terms of sensitivity and diagnosticity. However, researchers should consider the characteristics of each subjective method synthetically according to research objective by selecting the method in subjective measures. Application: The results of this study could be applied to the intelligent vehicle and next generation of HMI design to decrease mental workload of driver and for the development of new subjective method in vehicle domain.

정신질환 원격진료를 위한 가상환경 업데이트 시스템 (Virtual Environment Update System for Mental Illness Telemedicine System)

  • 백승화;백승은;김동완;류종현
    • 대한전기학회논문지:시스템및제어부문D
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    • 제54권3호
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    • pp.206-214
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    • 2005
  • In these days the virtual reality technology has been applied to treat such an anxiety disorders. And also a medical doctor can diagnose the patient in distance with the telemedicine system. In this thesis, an telemedicine assistant system for treatment of acrophobia using biomedical signals and virtual reality technique is proposed. I made two virtual reality simulations for treatment of acrophobia and telemedicine system for communication between doctor and patient using personal computer. Multimedia conference service, online questionary, signal transfer system are needed to configure such system. Virtual reality simulation system that composed of position sensor, head mount display, and audio system, is also included in this telemedicine system. I added virtual environment update system to this virtual reality telemedicine system for treatment of acrophobia. With this virtual environment update system, the doctors can change virtual reality simulation stage based on the status of each patient and symptom of phobia. We will apply this system to the acrophobia patient in distance and be able to offer better medical treatment for mental illness in near future.

정신건강 위험 예측 및 관리를 위한 멘탈 헬스케어 디지털 트윈 기술 연구 (Mental Healthcare Digital Twin Technology for Risk Prediction and Management)

  • 양세모;이강윤
    • 한국빅데이터학회지
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    • 제7권1호
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    • pp.29-36
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    • 2022
  • 감정 노동 및 서비스업 종사자의 급격한 증가에 따른 감정노동자의 스트레스 및 우울증 유병률이 증가하고 있다. 하지만, 현재 감정노동자의 정신건강 관리는 스트레스 상황 당시의 정서반응을 고려하기 어렵고 개인의 기저 상태가 반영되지 않아 기존 정신건강 관리의 한계가 존재한다. 본 연구에서는 개인 맞춤형 스트레스 위험 관리 솔루션인 멘탈 헬스케어 디지털 트윈 솔루션 기술을 제시한다. 감정노동으로 인한 정신건강 위험 관리를 위해, 정서/신체반응 및 환경 등의 개인별 스트레스 위험요인을 다양한 모달리티로 추출하고 가상 공간에서 동적 객체의 동기화/모델링을 통하여 스트레스 위험도를 정밀 예측하는 솔루션 탐색 시뮬레이션을 수행한다. 사용자에게 맞는 인터벤션을 제공하여, 감정노동자의 환경에 맞게 모달리티와 객체의 구성이 가능하고 사용자의 피드백에 따라 개선 가능한 개인 맞춤형 정신건강 위험 예측을 위한 멘탈 헬스케어 디지털 트윈 솔루션을 제공한다.

Big Data Decision Analysis of Stress on Adolescent Mental Health

  • Park, Jinhyeok;Kang, Un Gu;Lee, Youngho
    • 한국컴퓨터정보학회논문지
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    • 제22권11호
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    • pp.89-96
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    • 2017
  • This study analyzed how mental health affects stress in adolescents. The subjects of the study were data of about 60,000 middle and high school students living in the country, using cross-tabulation data and chi - square test to analyze the relationship between stress and mental health of adolescents. As a result of the research, it was found that the adolescents exposed to the excessive stress showed a poor correlation with the recovery of the fatigue, while the adolescents with relatively low stress showed the good recovery of fatigue. In the case of mental illness, depression or despair, the students who answered that they were stressed showed a lot of experience. In the case of suicide ideation, suicide attempt, and suicide attempt, the number of attempts to commit suicide was high when the level of perceived stress was high similar to the result of previous analysis. This finding confirms that stress is an important factor in the quality of life in adolescent mental health. It can be used as a strategy and business to prevent the problem of youth suicide in modern society in advance by stress management.

가상환경에서 VDU와 HMD에 대한 생리학적 영향에 관한 연구 (Physiological Effects of the VDU & HMD in Virtual Environments)

  • 이창민;박시현
    • 산업공학
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    • 제16권2호
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    • pp.149-155
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    • 2003
  • The focus of this study is to investigate how personal display systems - a VDU (Visual Display Unit) and an HMD (Head Mounted Display) physiologically affect the body in virtual environments, and to evaluate differential effects of using the VDU and the HMD on physiological responses to mental stressful tasks (virtual reality flight simulation). As physiological variables, autonomic measures (heart rate, blood pressure), immune cells (leukocyte, neutrophil, lymphocyte), and hormones (catecholamine) were measured before and after experiments. Physiological data were measured in order to compare a level of mental stress on the VDU and the HMD. Increments in blood pressure (systolic (p<0.05), diastolic (p<0.1)), norepinephrin (catecholamine) (p<0.005), and neutrophils (p<0.2) of the group using the HMD showed a significant difference with the group using the VDU. Although, the heart rate was not statistically significant between two environments, differences of them quietly increased on the HMD more than on the VDU.

From Thinking to Action: The Moderating Effect of Perspective Taking on Embodied Cognition

  • Min, Dongwon;Kang, Hyunmo
    • Asia Marketing Journal
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    • 제15권2호
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    • pp.117-132
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    • 2013
  • Recent developments in embodied cognition suggest that people process environmental information by using their bodily state and mental simulation. The focus of embodiment theory is that cognitive processing is based on the interaction among the body, the mind, and the world. Based on embodied theories of cognition, the authors predict that when the representation of marathon running is activated, bodily feedback such as tiredness and thirst will occur because mental simulation of marathon running contains sensorimotor representation of marathon running. As a result, it is predicted that participants primed with marathon runner will have more desire to have products that enable thirsty-quenching. Specifically, this research proposes that consumers' tendency to adopt the perspective of others influences embodied cognition, since perspective taking leads people to assimilate their own self-judgments and behaviors toward the cognitive representations of others. An experiment reveals that both perceptual and cognitive perspective taking tendencies moderate how participants respond to the contextual cues. The effect of perspective taking is moderated by whether participants are prompted to adopt a first-person view or a third-person view. In detail, among the high perspective takers, those in the marathon-first-person condition drink more the mineral water than those in the marathon-third-person condition, who in turn drink more the mineral water than those in the control condition. Among the low perceptual perspective takers, however, there are no significant differences in the amount of mineral water intake. This research delivers important insights for advertising messages. When being exposed to an advertisement, high perspective taking consumers may be more engaged in the advertised message than low perspective taking consumers, which in turn high (vs. low) perspective taking consumers' tendency to respond behaviorally consistent with the message may be higher. Based on the findings of this research, if the message induces the high perspective taking consumers to have a first- (vs. third-) person view, this effect may be stronger. Moreover, if the advertising message contains behaviors, such as using the target product, inducing consumers to mimic the behaviors seems to bring more behavioral responses which marketers intend.

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정신질환자간호 시뮬레이션교육이 간호학생의 임상실습에 대한 불안과 자신감에 미치는 효과 (The Effects of Psychiatric Nursing Simulation on Anxiety and Self-confidence about Clinical Placement of Nursing Students)

  • 한종숙;백희정;정안순
    • 한국산학기술학회논문지
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    • 제16권11호
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    • pp.7812-7819
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    • 2015
  • 간호학생들은 정신질환 및 정신질환자간호에 대한 전문적인 지식과 기술부족으로 환자와의 관계형성에 대한 불안과 두려움을 갖게 된다. 시뮬레이션교육은 임상상황과 유사한 비위협적인 환경에서 수행되므로 효과적인 교수-학습방법으로 알려져 있다. 본 연구는 표준화환자를 활용한 시뮬레이션교육이 정신건강간호학 임상실습에 대한 불안과 자신감에 미치는 효과를 확인하기 위한 비동등성 대조군 전후설계에 의한 유사실험연구이다. 연구대상은 3년제 간호대학에 재학 중인 3학년 학생으로 실험군(N=28)은 조현병환자 시나리오로 표준화환자를 활용한 시뮬레이션교육을 실시하고, 대조군(N=18)은 실험군과 같은 내용의 사례를 적용한 토론교육을 하였다. 수집된 자료는 기술통계를 산출하고 비교검증을 위해 t-test와 ANCOVA를 하였다. 연구결과 실험군이 대조군에 비해 정신건강간호학 임상실습에 대한 불안점수가 유의하게 감소하였으나, 자신감은 군간 유의한 차이를 보이지 않았다. 따라서 임상실습 전에 수행한 시뮬레이션교육은 간호학생의 정신건강간호학 임상실습에 대한 불안을 감소시키는데 효과적인 학습방법이라고 할 수 있다.

표준화 환자를 활용한 정신시뮬레이션 실습프로그램 개발 및 효과 (Development and Efficacy of Psychiatric Nursing Simulation Practical Training program Using Standardized Patients)

  • 김남석;김수진;송지현
    • 문화기술의 융합
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    • 제8권4호
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    • pp.67-74
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    • 2022
  • 본 연구의 목적은 간호대학생을 대상으로 표준화 환자를 활용한 정신시뮬레이션 실습프로그램을 개발 및 적용하여 효과를 검증하기 위해 시도 되었다. 본 연구는 단일군 사전·사후설계 연구이며 자료수집은 J소재 일개 대학 간호학과 학생 186명에게 구조화된 설문지를 제공하였다. 수집된 자료는 SPSS/WIN 27.0 program을 활용하여 분석하였다. 연구 결과 표준화 환자를 활용한 정신 시뮬레이션 실습 교육 프로그램은 대상자의 의사소통능력(t=-2.575, p=001), 학습자기효능감(t=-2.228, p=.026)과 문제해결능력(t=-2.298, p=.017)을 향상시키는데 효과가 있는 것으로 나타났다. 본 연구 결과 간호대학생의 현장 적응 능력을 향상하기 위해 실제 상황과 유사한 환경을 조성하고 필요한 자원을 활용한 다양한 사례를 적용한 시뮬레이션 실습 교육프로그램을 개발 및 적용할 필요가 있다.