Effects of self-image use in interactive digital media자기이미지 기반 인터랙티브 디지털 미디어의 영향에 관한 연구

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dc.contributor.advisorRyu, Seung-Ho-
dc.contributor.advisor유승호-
dc.contributor.advisorWohn, Kwang-Yun-
dc.contributor.advisor원광연-
dc.contributor.authorJang, Ye-Beet-
dc.contributor.author장예빛-
dc.date.accessioned2013-09-11T07:37:10Z-
dc.date.available2013-09-11T07:37:10Z-
dc.date.issued2013-
dc.identifier.urihttp://library.kaist.ac.kr/search/detail/view.do?bibCtrlNo=513486&flag=dissertation-
dc.identifier.urihttp://hdl.handle.net/10203/180260-
dc.description학위논문(박사) - 한국과학기술원 : 문화기술대학원, 2013.2, [ vi, 90 p. ]-
dc.description.abstractWith the rapid growth of e-commerce, numerous online retailers use image interactivity technology based on visual interactive product representations due to the lack of rich sensory input. Retailers in product categories that prominently feature the body, such as apparel or cosmetics, have developed more advanced image interactivity technology using consumers` authentic self-images. Despite the rapid increase of self-image-engaging digital technologies and self-projecting/mirroring interactive media in the marketing domain, little research has examined the impact of self-relevant visual information on consumer responses. The main goals of this study are to theoretically define users` individual differences (individual traits) and technology features (technology factors), to examine how these traits and factors interact, and to identify attitude, behavioral intention, and psychological consequences when consumers interact with their self-image using digital media. This study investigated the effects of image interactivity technology using self-images by explaining the underlying mechanism of consumer responses. More specifically, the study examined how self-relevant visual stimuli affect consumer responses in online apparel purchase contexts. To answer the research question, a series of experiments were conducted. First, the impact of self-image stimuli compared with other-image stimuli on consumer responses was examined using a virtual fitting simulator in a commercial online apparel website. Second, after I verified the importance of self-image representation from a marketing perspective, I empirically confirmed the role of feelings of self-presence as a significant mediator of the consumer experience by using a virtual fitting simulator. Third, in experiment 3, Experiment 2 was replicated to obtain more robust findings. Unlike in Experiment 2, hypotheses were tested in an augmented reality-based context, and feelings of self-presence were confirmed as a sign...eng
dc.languageeng-
dc.publisher한국과학기술원-
dc.subjectSelf-image-
dc.subjectVirtual Try-on-
dc.subjectInteractive digital media-
dc.subjectImage interactivity technology-
dc.subjectSelf-projecting/mirroring media experience-
dc.subjectConsumer responses-
dc.subject이미지 기반 상호작용 기술-
dc.subject상호작용적 디지털 미디어-
dc.subject가상 착용(착장)-
dc.subject자기이미지-
dc.subject자기이미지 기반(투영) 미디어 경험-
dc.subject셀프 프레즌스-
dc.subject소비자 반응-
dc.subjectSelf-presence-
dc.titleEffects of self-image use in interactive digital media-
dc.title.alternative자기이미지 기반 인터랙티브 디지털 미디어의 영향에 관한 연구-
dc.typeThesis(Ph.D)-
dc.identifier.CNRN513486/325007 -
dc.description.department한국과학기술원 : 문화기술대학원, -
dc.identifier.uid020075327-
dc.contributor.localauthorRyu, Seung-Ho-
dc.contributor.localauthor유승호-
dc.contributor.localauthorWohn, Kwang-Yun-
dc.contributor.localauthor원광연-
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