• 제목/요약/키워드: perceptual experiment

검색결과 138건 처리시간 0.027초

가상현실에서 아바타를 통한 정보전달 시 뇌의 활성화와 현존감의 관계 (The Relationship between Brain Activities and Presence on Communication using an Avatar in Virtual Reality)

  • 이형래;김소영;윤강준;남상원;김재진;김인영;김선일;구정훈
    • 인지과학
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    • 제17권4호
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    • pp.357-373
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    • 2006
  • 가상현실은 감각기관에 전달하는 정보를 조작하여 가상의 경험을 피험자에게 제공하고, 사람은 가상현실에서 제공하는 감각적인 정보를 뇌에서 통합하여 상황을 판단한다. 그러한 판단을 통해 가상현실이 얼마나 실제와 같은지 아닌지 지각하고 판단하게 된다. 이렇게 어떤 특정한 또는 이해할 수 있는 장소에 존재한다고 생각하는 인간의 지각상태를 나타내는 요소를 '현존감'이라고 한다. 가상의 환경을 사용자가 실제처럼 느끼고 그 내용을 받아들이도록 하는 것은 중요한 목표이다. 또한 현존감은 가상현실에서 경험하게 되는 여러 가지 감각적인 정보들을 통하여 느끼는 종합적인 느낌을 반영한다. 따라서 여러 가지 감각적인 정보들을 통합하는 과정에서 현존감과 관련된 뇌의 메커니즘이 존재할 것이다. 현존감은 매체를 통한 정보전달 시, 매체에서 전달되는 여러 가지 정보나 자극에 대한 사용자의 지각 및 인식과 중요한 관련이 있기 때문에 현존감의 정도는 개인이 지각하는 정보의 명확성에 영향을 준다. 이를 알아보기 위해서 사회적인 상황에서의 명확성의 차이를 가지는 내용을 아바타를 통해 전달하고 피험자가 그 내용을 바탕으로 추론해보는 가상현실을 구성하였다. 그리고 피험자가 전달받은 내용을 바탕으로 추론하는 동안 뇌 영역 활성화의 차이와 가상현실에 대한 현존감 점수가 관련된 뇌 영역을 알아보았다. 실험 결과 우측 혀이랑, 우측 쐐기소엽, 좌측 혀이랑, 우측 방추상이랑, 좌측 하측두이랑, 전대상피질 그리고 우측 후대상피질에서 유의미한 양의 상관관계가 있었다. 본 연구는 가상현실을 통한 정보의 전달 시 현존감의 영향을 뇌 기능영상 촬영을 통해서 내부 메커니즘의 측면에서 살펴보았다는 것에 의의가 있다.

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일본인이 지각하는 한국어 자음의 구조 (The Structure of Korean Consonants as Perceived by the Japanese)

  • 배문정;김정오
    • 인지과학
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    • 제19권2호
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    • pp.163-175
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    • 2008
  • 한국에 거주하는 일본인 12명을 대상으로 한국어 초성 자음에 대한 지각적 혼동을 조사하여 그들이 한국어 자음을 지각할 때 사용하는 심리적 차원과 특질들을 추출하였다. 개음절들은 비소음(no noise) 조건과 소음 조건에서 제시되고 참여자들은 그 정체를 파악하였다. 실험 결과로 자음들 간의 혼동 행렬(confusion matrix)을 구성하였고 이 행렬 자료로 가산 군집 분석, 개별차이 척도법 및 정보 전달율을 계산했다. 가산 군집 분석 결과, 비소음 조건에서 일본인들은 '다 타'를 가장 유사한 소리로 지각했으며, '가 카', '자 차 짜', '타 따', '파 빠', '사 싸' 순으로 지각적 군집을 형성하였다. 소음 조건에서는 '가 다 바', '마 바', '차 카 타 파' 등 10개의 군집이 추출되었는데, 이 군집들은 같은 청취 조건에서 '싸 짜', '다 자', '파 하' 등 발성 유형(공명, 이완, 기식, 긴장)이 같고 조음 방법이 다른 음소들을 유사한 소리로 지각한 한국인의 군집들과 큰 차이를 보였다. 개별차이 척도법을 적용한 결과, 소음 조건에서 공명음을 포함한 이완음과 나머지 음소를 구분하는 차원(이완성 차원), 기식성의 정도와 관련된 차원(기식성 차원) 및 조음 위치(설정음과 주변음)와 관련된 차원(설정성 차원)을 찾았다. 한국인이 보인 기식성과 긴장성 차원은 이원적인 값을 갖고 있었으나 일본인이 보인 차원은 연속적인 값을 가지는 것으로 드러났다. 정보 전달율을 분석한 결과, 일본인은 한국인에 비해 기식성과 긴장성의 후두 자질은 잘 지각하지 못하지만 순음성과 설정성의 조음 위치 자질은 더 잘 지각하였다. 본 연구의 결과들은 각 언어의 음소 범주를 구성하는 기저 표상의 구조적 차이로 다루는 접근의 중요성을 시사한다.

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체인 정합과 확장된 그룹핑 방법을 사용한 곡선형 텍스트 라인 추출 (Extracting curved text lines using the chain composition and the expanded grouping method)

  • ;윤진선;송영준;김남;김용기
    • 정보처리학회논문지B
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    • 제14B권6호
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    • pp.453-460
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    • 2007
  • 본 논문은 정형화되지 않은 텍스트 라인들을 추출하기 위한 방법을 보여주고 있다. 텍스트 라인들은 각기 다른 각도로 구성되고, 심하게 굴곡이 있는 모양, 그리고 텍스트 라인내의 약간의 단어 사이의 공간이 생기게 된다. 그러한 텍스트 라인들은 포스터, 주소, 그리고 예술 문서 등에서 발견된다. 제안하는 방법은 기존의 직관적인 그룹핑 방법에 기반을 두고 있지만, 하나의 라인에서 발생하는 불충분한 특징점들과 모호한 회전 등을 극복하기 위한 방법을 개발하였다. 본 논문에서 텍스트 라인들은 몇 개의 연결된 성분들로 구성되고, 이 성분들은 하나의 문자 또는 연결된 문자들의 검은색 화소들의 집합이라고 가정하였다. 제안하는 방법은 반복적으로 증가되는 임계값과 가까운 성분들은 하나의 체인으로 병합하게 되고 확장되어 길어진 체인들은 라인의 원시 체인으로서 인지된다. 그때 원시 체인들은 텍스트 라인의 부분적 회전에 따라 좌우로 확장되어 진다. 텍스트 라인의 부분적인 회전은 원시 체인이 확장될 때, 체인들의 각 면에서 재구성될 것이다. 이러한 과정을 통해서 모든 텍스트 라인들이 구성되어 진다. 제안 방법은 로고와 슬로건에서 사용된 곡면으로 쓰여진 텍스트 라인들에 대해서 실험한 결과 직선 텍스트 라인은 98%, 곡선 텍스트 라인은 94%로서 높은 추출율을 보여주고 있다.

공동생활시설 내 지적 장애인의 일상생활동작 및 대인관계에 미치는 원예치료의 영향 (Effect of Horticultural Therapy on Activities of Daily Living and Interpersonal Relation of Institutionalized Intellectual Disabilities)

  • 박형욱;김홍열;허무룡;손병구;임기병;박우청;소인섭
    • 농업생명과학연구
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    • 제46권3호
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    • pp.11-17
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    • 2012
  • 본 연구는 공동생활시설에서 거주하는 지적장애인을 대상으로 원예치료가 일상생활동작 및 대인관계 향상에 미치는 영향에 대해 알아보고자 하였다. 원예치료대상자는 제주시 용담동 J시설에 거주하는 지적장애인 대조군 8명, 실험군 8명 이었다. 원예치료 프로그램은 2009년 3월부터 2009년 7월 중순까지 주 1회 2시간씩 총 20회 실시하였다. 일상생활동작 평가 결과 대조군의 경우 식사동작을 제외하고 모든 항목의 기능이 실험기간 동안 변화가 없거나 오히려 떨어졌다. 실험군의 경우 대조구와는 반대로 원예치료에 의해서 이동동작을 제외한 일상생활동작평가의 모든 항목이 유의하게 향상되었다. 대인관계 평가 결과 대조군은 실험 전 42.25점에서 실험 후에도 42.25점으로 변화가 없었으나, 실험군의 경우 대조구와는 달리 실험 전 41.75점에서 실험 후 50.37점으로 8.62점이 증가하여 99% 수준에서 고도로 유의한 변화를 보였다. 그룹활동 평가 결과 신체적 지각적 능력, 사회적 교류, 인지능력, 감정상태, 직업적 관심이 통계적으로 고도로 유의하게(99%) 향상되었다. 이상의 결과로부터 원예치료 프로그램이 공동 생활시설내 지적 장애인들의 일상생활동작 및 대인관계 향상에 효과적인 것으로 나타났다.

경상 방언 의문문 작용역의 지각 구분 (Perceptual discrimination of wh-scopes in Gyeongsang Korean)

  • 윤원희
    • 말소리와 음성과학
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    • 제14권2호
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    • pp.1-10
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    • 2022
  • 내포문에 위치한 의문사 구는 의문사 억양으로 발화되었을 경우 모문의 작용역으로 해석되는 것으로 알려져 있다. 40명의 경상 방언 화자가 모문 작용역으로 해석되는 문맥 속에서 발화한 동일 문장 발화를 자극으로 하여, 그 작용역을 판단하는 지각 실험이 24명의 경상 방언 화자를 대상으로 이루어졌다. 자극당 3회 청취로, 문장당 72개 응답이 수집되었으며, 40개 중 20개의 자극에서 36회 이상의 내포문 작용역 응답이 나타났다. 이는 경상 방언에서 명시적으로 의문사의 작용역을 표시하는 종결어미가 있음에도 불구하고 적절한 의문사 억양으로 발화하지 못하는 화자가 다수 있음을 보여준다. 다중 회귀 분석을 통해 모문 작용역 응답을 가장 잘 예측하는 운율 단서는 내포 동사와 보문소가 나타나는 어절의 돋들림 크기로, 해당 어절의 fundamental frequency(F0) 정점에서 보문소에 나타난 F0값을 차감한 수치로 계산되며, 이 돋들림이 크면 클수록 내포문 작용역으로 판단하는 음의 상관관계를 가진 것으로 나타났다. 이처럼 의문사 작용역은 내포문 동사와 보문소가 있는 어절의 돋들림 크기에 기반한 범주적 인지로 나타나며 인지의 경곗값은 실험 참가자에 따라 매우 다르게, 큰 차이를 보이는 결과로 나타났다.

가상현실(Virtual Reality) 광고가 소비자 구매의도에 미치는 영향: 이성적인 반응과 감성적인 반응의 통합 (The Effects of Virtual Reality Advertisement on Consumer's Intention to Purchase: Focused on Rational and Emotional Responses)

  • 차재열;임건신
    • Asia pacific journal of information systems
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    • 제19권4호
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    • pp.101-124
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    • 2009
  • According to Wikipedia, virtual reality (VR) is defined as a technology that allows a user to interact with a computer-simulated environment. Due to a rapid growth in information technology (IT), the cost of virtual reality has been decreasing while the utility of virtual reality advertisements has dramatically increased. Nevertheless, only a few studies have investigated the effects of virtual reality advertisement on consumer behaviors. Therefore, the objective of this study is to empirically examine the effects of virtual reality advertisement. Compared to traditional online advertisements, virtual reality advertisement enables consumers to experience products realistically over the Internet by providing high media richness, interactivity, and telepresence (Suh and Lee, 2005). Advertisements with high media richness facilitate consumers' understanding of advertised products by providing them with a large amount and a high variety of information on the products. Interactivity also provides consumers with a high level of control over the computer-simulated environment in terms of their abilities to adjust the information according to their individual interests and concerns and to be active rather than passive in their engagement with the information (Pimentel and Teixera, 1994). Through high media richness and interactivity, virtual reality advertisements can generate compelling feelings of "telepresence" (Suh and Lee, 2005). Telepresence is a sense of being there in an environment by means of a communication medium (Steuer, 1992). Virtual reality advertisements enable consumers to create a perceptual illusion of being present and highly engaged in a simulated environment, while they are in reality physically present in another place (Biocca, 1997). Based on the characteristics of virtual reality advertisements, a research model has been proposed to explain consumer responses to the virtual reality advertisements. The proposed model includes two dimensions of consumer responses. One dimension is consumers' rational response, which is based on the Information Processing Theory. Based on the Information Processing Theory, product knowledge and perceived risk are selected as antecedents of intention to purchase. The other dimension is emotional response of consumers, which is based on the Attitude-Structure Theory. Based on the Attitude-Structure Theory, arousal, flow, and positive affect are selected as antecedents of intention to purchase. Because it has been criticized to have investigated only one of the two dimensions of consumer response in prior studies, our research model has been built so as to incorporate both dimensions. Based on the Attitude-Structure Theory, we hypothesized the path of consumers' emotional responses to a virtual reality advertisement: (H1) Arousal by the virtual reality advertisement increases flow; (H2) Flow increases positive affect; and (H3) Positive affect increases intension to purchase. In addition, we hypothesized the path of consumers' rational responses to the virtual reality advertisement based on the Information Processing Theory: (H4) Increased product knowledge through the virtual reality advertisement decreases perceived risk; and (H5) Perceived risk decreases intension to purchase. Based on literature of flow, we additionally hypothesized the relationship between flow and product knowledge: (H6) Flow increases product knowledge. To test the hypotheses, we conducted a free simulation experiment [Fromkin and Streufert, 1976] with 300 people. Subjects were asked to use the virtual reality advertisement of a cellular phone on the Internet and then answer questions about the variables. To check whether subjects fully experienced the virtual reality advertisement, they were asked to answer a quiz about the virtual reality advertisement itself. Responses of 26 subjects were dropped because of their incomplete answers. Responses of 274 subjects were used to test the hypotheses. It was found that all of six hypotheses are accepted. In addition, we found that consumers' emotional response has stronger impact on their intention to purchase than their rational response does. This study sheds much light into practical implications for both IS researchers and managers. First of all, while most of previous research has analyzed only one of the customers' rational and emotional responses, we theoretically incorporated and empirically examined both of the two sides. Second, we empirically showed that mediators such as arousal, flow, positive affect, product knowledge, and perceived risk play an important role between virtual reality advertisement and customer's intention to purchase. In addition, the findings of this study can provide a basis of practical strategies for managers. It was found that consumers' emotional response is stronger than their rational response. This result indicates that advertisements using virtual reality should focus on the emotional side, and that virtual reality can be served as an appropriate advertisement tool for fancy products that require their online advertisements to give an impetus to customers' emotion. Finally, even if this study examined the effects of virtual reality advertisement of cellular phone, its findings could be applied to other products that are suited for virtual experience. However, this research has some limitations. We were unable to control different kinds of consumers and different attributes of products on consumers' intention to purchase. It is, therefore, deemed important for future research to control the consumer and product types for more reliable results. In addition to the consumer and product attributes, other variables could affect consumers' intention to purchase. Thus, the future research needs to find ways t control other variables.

집체범죄감대경향일본산품적영향(集体犯罪感对倾向日本产品的影响) (The Impact of Collective Guilt on the Preference for Japanese Products)

  • Maher, Amro A.;Singhapakdi, Anusorn;Park, Hyun-Soo;Auh, Sei-Gyoung
    • 마케팅과학연구
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    • 제20권2호
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    • pp.135-148
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    • 2010
  • 阿拉伯人联合抵制丹麦产品, 澳大利亚人联合抵制法国产品, 而中国人厌恶日本产品, 这些是国家间的敌对行为影响消费行为的案例. 敌意文献中已考查过消费者对其他国家敌对行为的反应, 以及这种敌意如何影响消费者对敌对国家产品的态度和倾向. 例如, 中国消费者不愿购买日本产品, 是由于日本人在第二次世界大战中的暴行, 以及不平等的经济往来(Klein, Ettenson and Morris 1998). 然而在市场营销文献中, 却没有考查过那些对他国实施敌对行为的国家消费者的反应, 这些敌对行为是否会影响他们购买受害国产品的态度. 社会心理学文献认为, 消费者面对这样的敌对行为时, 会产生一种集体犯罪感. 集体犯罪感源于当组织成员认为组织要对伤害其他组织的行为负责时所产生的痛苦感(Branscombe, Slugoski, and Kappenn 2004). 案例包括美国人由于美军在Abu Ghraib监狱的暴行而产生犯罪感(Iyer, Schamder and Lickel 2007), 荷兰由于过去对印度尼西亚的占领而产生犯罪感(Doosje et al. 1998). 本研究的主要目的是考查当国家成员对他国有敌对行为时消费者的感知, 这种感知是否会影响他们对敌对国家产品的态度. 更准确的说, 本研究的目标之一是考查集体犯罪感的感知前提, 以及当国家成员对他国有敌对行为时, 人们的情绪反应. 另一个目标是考查集体犯罪感如何影响消费者对敌对国产品的感知和倾向. 如果集体犯罪感能起到明显的预言作用, 敌对国双方的公司可能会从这类不幸的事件中受益. 本研究利用了由Klein, Ettenson and Morris (1998)提出并经Klein (2002)发展的敌意模式. Klein发现美国消费者对日本人怀有敌意, 起因是二战期间的事件(如日军偷袭珍珠港)和近年来日本的经济威胁. 因此本研究认为, 二战间的事件(如广岛长崎的原子弹爆炸)可能导致美国消费者的集体犯罪感. 曾有过一系列的三个假设, 第一个假设关于集体犯罪感的前提. 之前有研究认为当消费者感知到侵害造成的非法伤害, 并且认为侵犯者来自的国家应为此负责, 集体犯罪感就产生了(Wohl, Branscombe, and Klar 2006). 因此提出下列假设: 假设1a: 感知到的伤害非法性越高, 集体犯罪感越强烈. 假设1b: 责任越大, 集体犯罪感也肯定越强烈. 第二个和第三个假设关于集体犯罪感对倾向日本产品的影响. Klein (2002)发现对日本的敌意越强, 相比较韩国产品对日本产品的倾向越小, 但相比较美国产品对日本产品的倾向并未变小. 这些结果说明集体犯罪感存在时, 消费者在购买日本产品和韩国产品时会更倾向于前者, 但在购买日本产品和美国产品时并未受影响. 假设2: 集体犯罪感与购买日本产品的倾向大于韩国产品有关, 但与购买日本产品的倾向大于美国产品无关. 假设3: 集体犯罪感与购买日本产品的倾向大于韩国产品有关, 并且对产品的判断和敌意保持不变. 有过一个实验测试这个假设. 使被调查者面临发生在二战中的敌对事件, 从而产生非法伤害和责任. 该实验由一家美国的消费者调查小组收集数据, 将调查对象随机分配到低等级责任和违法情况(n=259)或高等级责任和违法情况(n=268). 测试假设关系时, 运用到潜在变量结构方程模式(LVSEM). 第一个假设得到了支持, 美国人因二战中对日本人的伤害而产生的伤害非法性和责任都对集体犯罪感有积极影响. 第二个假设也得到了支持, 集体犯罪感与购买日本产品的倾向大于韩国产品有关, 但与购买日本产品的倾向大于美国产品无关. 最后, 第三个假设也得到了支持, 集体犯罪感与购买日本产品的倾向大于韩国产品有关, 同时还影响人们对日本产品的判断和敌意. 由这些研究的结果可得出结论. 第一, 伤害的非法性和责任是集体犯罪感的前提. 第二, 当消费者面临来自敌对行为目标国家的产品和其他外国产品之间的选择时, 会受到集体犯罪感的影响. 但当他们面临来自敌对行为目标国家的产品和本国产品时, 不受集体犯罪感的影响. 这一结果意味着当竞争对手来自国外时, 利用集体犯罪感对那些受到敌对行为的国家的公司是可行的, 但当竞争对手来自国内时则不可行.

Perceptional Change of a New Product, DMB Phone

  • Kim, Ju-Young;Ko, Deok-Im
    • 마케팅과학연구
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    • 제18권3호
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    • pp.59-88
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    • 2008
  • Digital Convergence means integration between industry, technology, and contents, and in marketing, it usually comes with creation of new types of product and service under the base of digital technology as digitalization progress in electro-communication industries including telecommunication, home appliance, and computer industries. One can see digital convergence not only in instruments such as PC, AV appliances, cellular phone, but also in contents, network, service that are required in production, modification, distribution, re-production of information. Convergence in contents started around 1990. Convergence in network and service begins as broadcasting and telecommunication integrates and DMB(digital multimedia broadcasting), born in May, 2005 is the symbolic icon in this trend. There are some positive and negative expectations about DMB. The reason why two opposite expectations exist is that DMB does not come out from customer's need but from technology development. Therefore, customers might have hard time to interpret the real meaning of DMB. Time is quite critical to a high tech product, like DMB because another product with same function from different technology can replace the existing product within short period of time. If DMB does not positioning well to customer's mind quickly, another products like Wibro, IPTV, or HSPDA could replace it before it even spreads out. Therefore, positioning strategy is critical for success of DMB product. To make correct positioning strategy, one needs to understand how consumer interprets DMB and how consumer's interpretation can be changed via communication strategy. In this study, we try to investigate how consumer perceives a new product, like DMB and how AD strategy change consumer's perception. More specifically, the paper segment consumers into sub-groups based on their DMB perceptions and compare their characteristics in order to understand how they perceive DMB. And, expose them different printed ADs that have messages guiding consumer think DMB in specific ways, either cellular phone or personal TV. Research Question 1: Segment consumers according to perceptions about DMB and compare characteristics of segmentations. Research Question 2: Compare perceptions about DMB after AD that induces categorization of DMB in direction for each segment. If one understand and predict a direction in which consumer perceive a new product, firm can select target customers easily. We segment consumers according to their perception and analyze characteristics in order to find some variables that can influence perceptions, like prior experience, usage, or habit. And then, marketing people can use this variables to identify target customers and predict their perceptions. If one knows how customer's perception is changed via AD message, communication strategy could be constructed properly. Specially, information from segmented customers helps to develop efficient AD strategy for segment who has prior perception. Research framework consists of two measurements and one treatment, O1 X O2. First observation is for collecting information about consumer's perception and their characteristics. Based on first observation, the paper segment consumers into two groups, one group perceives DMB similar to Cellular phone and the other group perceives DMB similar to TV. And compare characteristics of two segments in order to find reason why they perceive DMB differently. Next, we expose two kinds of AD to subjects. One AD describes DMB as Cellular phone and the other Ad describes DMB as personal TV. When two ADs are exposed to subjects, consumers don't know their prior perception of DMB, in other words, which subject belongs 'similar-to-Cellular phone' segment or 'similar-to-TV' segment? However, we analyze the AD's effect differently for each segment. In research design, final observation is for investigating AD effect. Perception before AD is compared with perception after AD. Comparisons are made for each segment and for each AD. For the segment who perceives DMB similar to TV, AD that describes DMB as cellular phone could change the prior perception. And AD that describes DMB as personal TV, could enforce the prior perception. For data collection, subjects are selected from undergraduate students because they have basic knowledge about most digital equipments and have open attitude about a new product and media. Total number of subjects is 240. In order to measure perception about DMB, we use indirect measurement, comparison with other similar digital products. To select similar digital products, we pre-survey students and then finally select PDA, Car-TV, Cellular Phone, MP3 player, TV, and PSP. Quasi experiment is done at several classes under instructor's allowance. After brief introduction, prior knowledge, awareness, and usage about DMB as well as other digital instruments is asked and their similarities and perceived characteristics are measured. And then, two kinds of manipulated color-printed AD are distributed and similarities and perceived characteristics for DMB are re-measured. Finally purchase intension, AD attitude, manipulation check, and demographic variables are asked. Subjects are given small gift for participation. Stimuli are color-printed advertising. Their actual size is A4 and made after several pre-test from AD professionals and students. As results, consumers are segmented into two subgroups based on their perceptions of DMB. Similarity measure between DMB and cellular phone and similarity measure between DMB and TV are used to classify consumers. If subject whose first measure is less than the second measure, she is classified into segment A and segment A is characterized as they perceive DMB like TV. Otherwise, they are classified as segment B, who perceives DMB like cellular phone. Discriminant analysis on these groups with their characteristics of usage and attitude shows that Segment A knows much about DMB and uses a lot of digital instrument. Segment B, who thinks DMB as cellular phone doesn't know well about DMB and not familiar with other digital instruments. So, consumers with higher knowledge perceive DMB similar to TV because launching DMB advertising lead consumer think DMB as TV. Consumers with less interest on digital products don't know well about DMB AD and then think DMB as cellular phone. In order to investigate perceptions of DMB as well as other digital instruments, we apply Proxscal analysis, Multidimensional Scaling technique at SPSS statistical package. At first step, subjects are presented 21 pairs of 7 digital instruments and evaluate similarity judgments on 7 point scale. And for each segment, their similarity judgments are averaged and similarity matrix is made. Secondly, Proxscal analysis of segment A and B are done. At third stage, get similarity judgment between DMB and other digital instruments after AD exposure. Lastly, similarity judgments of group A-1, A-2, B-1, and B-2 are named as 'after DMB' and put them into matrix made at the first stage. Then apply Proxscal analysis on these matrixes and check the positional difference of DMB and after DMB. The results show that map of segment A, who perceives DMB similar as TV, shows that DMB position closer to TV than to Cellular phone as expected. Map of segment B, who perceive DMB similar as cellular phone shows that DMB position closer to Cellular phone than to TV as expected. Stress value and R-square is acceptable. And, change results after stimuli, manipulated Advertising show that AD makes DMB perception bent toward Cellular phone when Cellular phone-like AD is exposed, and that DMB positioning move towards Car-TV which is more personalized one when TV-like AD is exposed. It is true for both segment, A and B, consistently. Furthermore, the paper apply correspondence analysis to the same data and find almost the same results. The paper answers two main research questions. The first one is that perception about a new product is made mainly from prior experience. And the second one is that AD is effective in changing and enforcing perception. In addition to above, we extend perception change to purchase intention. Purchase intention is high when AD enforces original perception. AD that shows DMB like TV makes worst intention. This paper has limitations and issues to be pursed in near future. Methodologically, current methodology can't provide statistical test on the perceptual change, since classical MDS models, like Proxscal and correspondence analysis are not probability models. So, a new probability MDS model for testing hypothesis about configuration needs to be developed. Next, advertising message needs to be developed more rigorously from theoretical and managerial perspective. Also experimental procedure could be improved for more realistic data collection. For example, web-based experiment and real product stimuli and multimedia presentation could be employed. Or, one can display products together in simulated shop. In addition, demand and social desirability threats of internal validity could influence on the results. In order to handle the threats, results of the model-intended advertising and other "pseudo" advertising could be compared. Furthermore, one can try various level of innovativeness in order to check whether it make any different results (cf. Moon 2006). In addition, if one can create hypothetical product that is really innovative and new for research, it helps to make a vacant impression status and then to study how to form impression in more rigorous way.

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