• Title/Summary/Keyword: pleasure

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The effects of augmented reality fashion application on pleasure, satisfaction and behavioral intention (증강현실 패션 어플리케이션이 즐거움, 만족 및 행동의도에 미치는 영향)

  • So, Ji In;Kim, Sun-Hee
    • The Research Journal of the Costume Culture
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    • v.21 no.6
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    • pp.810-826
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    • 2013
  • The purposes of this study were to analyze the effects of the experience realms (entertainment, educational, escapist, and esthetic) of augmented fashion reality applications on consumers' pleasure, satisfaction, intention of reuse, and purchase intention. This study is based on the survey subjecting those who have an iPhone. A total of 207 questionnaires were processed in analysis. Descriptive analysis, frequency analysis, reliability analysis and regression analysis were conducted using SPSS ver. 18.0. The results are as follows. First, entertainment and esthetic experience positively influenced consumers' pleasure. Second, entertainment, educational and esthetic experience positively influenced satisfaction. Third, pleasure positively affected satisfaction. Forth, both pleasure and satisfaction positively influenced intention of reuse and purchase intention. Fifth, there were significant differences in the effects of the experience realms of augmented fashion reality applications on pleasure, satisfaction, intention of reuse, and purchase intention by gender. In conclusion, pleasure and satisfaction that influence reuse intention and purchase intention were influenced by the experience realms. When consumers feel satisfaction and pleasure in experience realms of augmented fashion reality applications, they are more likely to reuse of an augmented reality fashion application, and to purchase the products consumers were implementing an augmented reality fashion application for.

Study on Analyses of Pleasure Trends and Aesthetic Characteristics of Accessories of Haute Couture Design - Focused on Haute Couture Collections from 2005 S/S to 2013 S/S -

  • Wang, Ling;Kim, Eunsil;Lee, Misuk
    • Journal of Fashion Business
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    • v.17 no.3
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    • pp.122-136
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    • 2013
  • This study supplements clothes by studying pleasure shown in accessories of haute couture designers and finds out pleasant characteristics represented in items which play an important role in producing personalities through collections, so the study aims at prospecting design development directions accessories henceforth. For the study period and methods, 295 photo materials were analyzed being judged to show pleasure centered on Mode et Mode, representative fashion magazine, from 2005 S/S Paris haute couture collections to 2013 S/S Paris haute couture collections. At this time, the photos analyses were conducted and selected by two experts (Ph. D holders majored in fashion design) through two times. After analyzing pleasure features represented in fashion collection focused on haute couture accessories, I could know that surrealistic pleasure, anonymity-expressing pleasure, natural pleasure, and exaggerative pleasure were shown. The pleasure, as element that supplements and emphasizes clothes, has had an effect on bringing laughs characteristically.

The Types of Clothing Shopping Value and the Classification of Consumer group by Shopping Values

  • Kwon, Hae-Sook
    • Journal of Fashion Business
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    • v.9 no.6
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    • pp.126-140
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    • 2005
  • The main purpose of this research was to examine what were the factors of shopping value that consumers perceived, if there is any difference between male and female, and if male and female consumer group were divided into different groups according to the pursuing shopping value type. Data were solicited from convenience sample of 347 adults(156 male and 191 female) who were between 19 to 49 years of age. Sources for the sample were companies and apartment complexes and several colleges in Seoul and Chonan to diversify by such demographics as age and social status. The statistical methods used for this study are factor analysis and cluster analysis and Scheffe test using a SPSS 10.00 GLM. The main findings are as follows: First, four dimensions of clothing shopping values were identified as pleasure, planned, leisure, and convenience value. For male, it appeared in the order of pleasure, leisure, planned, and convenience shopping value and for female, it appeared in the order of pleasure, planned, leisure, and convenience shopping value. The most important subdimension of clothing shopping value was 'pursuing pleasure' and the least important one was 'convenience' regardless of gender. Second, three types of consumer groups for male & female were identified. For male consumers, it appeared as planned, leisure/convenience, and pleasure pursuing group. For female consumers, it appeared as pleasure, convenience, and leisure shopping pursuing group. Here, pleasure is a common factors to affect shopping itself free from gender, but male does shopping with plan and female with pleasure.

A Study on the UCC Service Usage;Comparison of Types of UCC (UCC 서비스 이용 유형에 관한 비교 연구)

  • Kang, So-Ra;Chun, Bang-Jee;Kim, Yoo-Jeong
    • 한국경영정보학회:학술대회논문집
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    • 2007.06a
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    • pp.80-86
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    • 2007
  • In this paper, we identified factors that affect the usage of UCC, which is becoming increasingly popular in our society and throughout the globe. Four hypotheses were tested using a new integrative model of UCC usage, which is built up by incorporating the TAM and the PAD(pleasure-arousal-dominace)model. We analyzed the data collected in our survey of 258 individual UCC users during the period from Oct 2006 to Dec 2006. We found that pleasure and arousal showed a strong significant effect on individual's UCC usage, supporting the findings of the exiting research on TAM. To be specific, arousal had an effect on the UCC usage through its effect on pleasure and self efficacy. Pleasure affected the UCC usage in two ways: First, pleasure affected UCC usage through increasing the ease of UCC service. At the same time, pleasure had a direct effect on the UCC usage. Contrary to what the prior research on technology acceptance suggested, we found ease of use and social influence had no significant effect on individual's UCC usage. We further found that such effects of the ease of use and pleasure factors are more positive in the entertainment-based UCC than in the relationship-based UCC.

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A Study on the UCC Service Usage using Technology Acceptance Model and Pleasure-Arousal Model (UCC 서비스 이용 연구 : 기술수용모형과 감정차원 연구를 중심으로)

  • Kang, So-Ra;Chun, Bang-Jee;Kim, Yoo-Jeong;Kim, Yeon-Jeong
    • Journal of Information Technology Services
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    • v.6 no.3
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    • pp.1-26
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    • 2007
  • In this paper, we identified factors that affect the usage of UCC, which is becoming increasingly popular in our society and throughout the globe. Four hypotheses were tested using a new integrative model of UCC usage, which is built up by incorporating the TAM and the PA(pleasure-arousal)model. We analyzed the data collected in our survey of 258 individual UCC users during the period from Oct 2006 to Dec 2006. We found that pleasure and arousal showed a strong significant effect on individual's UCC usage, supporting the findings of the exiting research on TAM. To be specific, arousal had an effect on the UCC usage through its effect on pleasure and self efficacy. Pleasure affected the UCC usage in two ways: First, pleasure affected UCC usage through increasing the ease of UCC service. At the same time, pleasure had a direct effect on the UCC usage. Contrary to what the prior research on technology acceptance suggested, we found ease of use and social influence had no significant effect on individual’s UCC usage. We suggest that this finding of no effect of ease of use and social influence has an important implication in understanding the UCC usage. That is, the UCC usage may be motivated by different factors than those which inspire other technology acceptance behavior. The UCC users may be engaging in a creative activity enjoying the sheer pleasure of creating UCC, self expression, and sharing what they want to tell. Intrinsic motivation rather than extrinsic motivation seems to click this new type of technology users.

Effects of game dynamics on consumer responses in Instagram marketing (인스타그램 마케팅의 게임 다이내믹스 차원이 소비자의 반응에 미치는 영향)

  • Shin, Jaewon;Ahn, Tae Hyeon;Lee, Hyun-Hwa
    • The Research Journal of the Costume Culture
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    • v.27 no.2
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    • pp.154-168
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    • 2019
  • The present study investigated fashion Instagram marketing, applying the concept of gamification. It set out to examine the following specific issues: 1) perceptions of flow, pleasures, dimensions of game dynamics (challenge, competition, achievement, reward, relationships among participants, and relationships between brands and consumers), and consumer responses based on frequency and involvement in exercise; 2) the effects of game dynamics dimensions on flow and pleasure; and 3) the effects of flow and pleasure on consumer responses. An online survey was used to gather data and the study analyzed a total of 200 responses. The results of the study were as follows. Perception differences were found only in relation to exercise involvement. Competition, relationships among participants, and relationships between brands and customers positively predicted flow. Among the dimensions of game dynamics, challenge, competition, reward, relationships among participants, and relationships between brands and consumers positively influenced pleasure. In addition, the study also found that pleasure and flow had positive effects on intention to participate and brand loyalty. Meanwhile, only pleasure predicted word-of-mouth. These findings suggest that fashion brands implementing Instagram as a marketing channel should seek to stimulate pleasure and fun to provoke positive consumer responses. Furthermore, the findings of the study provide practical and useful insights for fashion brands implementing Instagram marketing.

The Creation of Ttukseom Pleasure Ground and Its Transformation to a Park (뚝섬유원지의 생성과 공원화)

  • Kim, Jeoung-Eun
    • Journal of the Korean Institute of Landscape Architecture
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    • v.46 no.1
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    • pp.127-142
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    • 2018
  • Ttukseom was once a suburban area that had a government horse ranch for national use and a naenogpo (area of royal farm land). During the Japanese colonial period, a pleasure ground was built at Ttukseom, and after independence, it has been used as a park through the process of urbanization. This study examines the creation of the Ttukseom Pleasure Ground and the process through which the pleasure ground were transformed to a park. This study also explores its landscape and cultural aspects. In the 1930s, Gyeongseonggwedo (京城軌道), a private railway company, built a pleasure ground at Ttukseom to attract passengers, according to the business model of Japanese railway companies, in which recreational areas were developed near railway routes. Mass media portrayed this area as a "rural landscape" in contrast to the city. The Ttukseom Pleasure Ground emerged as a popular summer resort for Gyeongseong citizens. At the same time, it was managed by Gyeongseongbu (京城府). The city of Seoul began to manage the Ttukseom Pleasure Ground following independence, and development plans for Ttukseom as a pleasure ground or a park were continuously drafted but never implemented. Even after Korea's independence, the operation and use of the pleasure ground did not change significantly from the colonial era. In the late 1980s, the Ttukseom Pleasure Ground became the Ttukseom Han River Citizen's Park, and the sandy beach of the Han River was removed. Nonetheless, the previous facilities and major activities such as an open-air swimming pool, camp ground, and areas for boat recreation remained as major park programs. When the urbanization of Ttukseom was completed, its idyllic image disappeared and it became a park instead of a pleasure ground. Since parks expand their programs, it can be concluded that by providing those kinds of programs, the Ttukseom Pleasure Ground transformed to a park.

The Effects of Image Based Fashion Brands' SNS Toward Flow and Brand Attitude : Focus on Pleasure Emotion as Mediator (패션 브랜드 이미지 기반 SNS가 플로우, 브랜드 태도에 미치는 영향 : 즐거움 감정의 매개변수를 중심으로)

  • Ko, Jeonmi;Shin, Jiye;Ko, Eunju;Chae, Heeju
    • Fashion & Textile Research Journal
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    • v.16 no.6
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    • pp.908-920
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    • 2014
  • As social networking service (SNS) users' needs and wants have become more diverse, SNS is designed to provide various services and functions. As a result, an image based SNS with the purpose of sharing various interests has emerged. More and more fashion companies are using image based SNS to use it as a medium to better communicate with their customers. This study investigates the effect of usage motivation of image based SNS with the emotion of pleasure as the mediator and its impact towards flow and brand attitude. In order to verify the research model and to test the proposed hypotheses, we conducted a pilot test on 8 image based SNS heavy users, and followed through with 215 questionnaires which were collected via online survey. The results of this study are as follows. Each usage motivation of image based SNS had significant effect on each pleasure. The visual impact had a positive effect on sensory pleasure and the common interest significantly influenced on user's affective preference. Curating, simplicity and interconnecting had a positive effect on cognitive pleasure. Affective and cognitive pleasures except sensory pleasure positively impacted the user on flow. The cognitive pleasure had a positive effect on the brand attitude. Lastly, flow had a positive effect on the brand attitude. This study is the foundation of the image based SNS academically in the new media research. Furthermore, it suggests managerial implications of a company to provide effective marketing strategy to make the best use of image based SNS.

A Study on the Interrelationship Between the Unconscious and Digital Images

  • Choi, Won-Ho
    • Journal of information and communication convergence engineering
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    • v.8 no.6
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    • pp.725-728
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    • 2010
  • The subject collects information and constructs the outside world mainly through the sense of sight, though he cannot help but always see things from the viewpoint of the self-aware ego. While we are able to access the unconscious of which the latent desire is reflected in involuntary images and dream images, the substance of desire cannot be easily accessed due to the censorship of the ego and the super-ego, which makes images of the unconscious nonlinear, and allows us to pursue fantasies for pleasure. The original human desire to record and express visual objects has come true with technological fulfillments, and furthermore, digital technology has realized visual pleasure and desire, through simulation. The images that the unconscious produces and the images that digital technology produces are a visualization of objects by the subject's desire, and the subject realizes his pleasure through a visual fantasy. This study, based on the mechanism of the unconscious and the formal stamps of digital images, explores the interrelationship between the unconscious and digital images, both of which seek pleasure and desire.

Store's Visual Sensory Cues, Emotion, and Reusage Intention

  • Choi, Nak-Hwan;Zhang, Jia-Ling;Chen, Chang
    • Journal of Distribution Science
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    • v.16 no.2
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    • pp.35-45
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    • 2018
  • Purpose - This research aimed at exploring the mediation roles of the arousal and pleasure in the effects of the congruity between visual sensory cues of a retail store and consumers' self-image on the intent to reuse the store. Research design, data, and methodology - The data from 278 Chinese consumers who answered the questionnaire online were analyzed by using structural equation model of Amos 21.0 program to verify the hypotheses. Results - Store's visual sensory cues congruent with consumers' self-image directly affected the intention to reuse the store, and had positive impacts on both their arousal and pleasure states. The consumers' pleasure positively influenced on their intention, but their arousal did not influence on the intention. Consumers' pleasure played mediation roles in the effect of the congruity on the intention to reuse the store. Conclusions - Retail store marketers should pay attention to visual sensory cues to match the cues to consumers' self-image, when designing their store settings. When developing the cues, to help consumers feel pleasure which in turn, induces loyalty to their store, the marketers should develop the atmosphere setting in the respects of the congruity between the visual sensory cues and the self image.