A review of the field commonly referred to as color psychology poses a number of organizational p... more A review of the field commonly referred to as color psychology poses a number of organizational problems stemming from the size and diversity of the literature, the range of issues investigated, and the different degrees of experimental rigor exercised. As a selective approach is both inevitable and desirable, the focus of this review is on those laboratory studies involving an "evaluative" response to color patches or chips. Numerically, this research represents the main body of work in color psychology and in experimental aesthetics generally.
International journal of man-machine studies, Oct 1, 1991
An important movement in the area of design and manufacture is the incorporation of CAD and CAM t... more An important movement in the area of design and manufacture is the incorporation of CAD and CAM to create a computer integrated manufacturing system. Within this system it is essential that interaction is straightforward for the designer. Research in this area has indicated that no simple way of defining user requirements exists and that probably the most difficult task is not programming the computer, but matching the computer to users' requirements. The present research has focussed upon user requirements at the initial design stage via an investigation of the Designer in action. Attention has been given to the design process (what the designer does) and the design products (what the designer produces). The approach has differed from earlier work, first, by its reliance upon the methods of applied psychology and secondly, by its adoption of a theoretical framework derived from motivation theory.
ABSTRACTThis article examines one intended effect of marketing realism: the sense of telepresence... more ABSTRACTThis article examines one intended effect of marketing realism: the sense of telepresence often experienced via the World Wide Web. We sought to test for telepresence generation in the domain of online cultural tourism. Using interactivity and vividness as major determinants, two separate websites delivering identical content presenting Taiwan's Dalongdong Boan Temple were created for members of a cultural tourism organisation. Given the particular nature of the interaction between user and entity via website, the methodology of the present study adopted current Naturalistic Decision Making (NDM) research logic, whereby participants' field experience and previously acquired expertise drive experimental task development and inform the validity of its findings. Potential participants thus opted in or out of the study within a natural sequence of events, from their natural setting. Results indicated no perceived difference in telepresence between the two websites. Women appeared to favour the temple and both websites, irrespective of interactivity and vividness levels. The research establishes a precedent as regards online behavioural research, and underscores a complexity inherent to user/website interaction that warrants further study. It is suggested that the notion of verisimilitude needs to extend beyond stimuli, and that NDM research methodology may provide a useful model for application in marketing communications research.Keywords: telepresence, verisimilitude, NDM research methodology, cultural tourism1. INTRODUCTIONIt has been argued that marketers should strive for verisimilitude in their digital communications (Klein, 2003). There are compelling reasons for this: evidence indicates that digitally simulated settings induce behaviour corresponding to that encountered in real world settings (Reeves & Nass, 2002), engender trust in shopping behaviour (Papadopoulou, 2007), positively influence users' attitudes (Fogg, 2003), enhance users' decision-making (Chuah, Roland, & Teh, 2008), and facilitate tactical decisions by marketers (Burke, 1996).The technical generation of verisimilitudinous experience tends to be equated with virtual reality, whereby mediated environments are created in which scenes and objects are simulated realistically. The notion of virtual reality has usually been associated with information technology, and the use of specific hardware. Steuer (1992) however contends that virtual reality is a type of human experience. Its essential feature is the sense of presence - called "being there", by Reeves (1991) - within a simulated environment. Costello (1997) and Bertol (1997) contend that a sense of immersion or degree of presence in the mediated environment is the primary feature of virtual reality. Costello categorises virtual reality as non-immersive, semi-immersive and fully immersive. Desktop, non-immersive systems, whereby virtual environments are viewed via monitor, solicit interaction through conventional hardware such as a keyboard and a mouse, while semi-immersive environments consist of large screens providing wide angles, and fully immersive systems involve head-mounted equipment. Regardless of the type of system, virtual reality can be defined as an immersive, interactive experience in a computer-generated environment (Pimentel & Teixera, 1993); a feeling of presence is induced during this experience. From a marketing standpoint, the merits of non-immersive systems (e.g., computer, monitor and mouse) are their general accessibility, low cost and capacity to reach large audiences via the Internet.2. THEORY2.1 TelepresenceExtending from the concept of presence is that of telepresence. This has been defined as the experience of presence embedded in departure, arrival and return from a mediate place (Kim & Biocca, 1997), and as "the mediated perception of an environment" (Steuer, 1992, p. 76). Hoffman and Novak (1996) contend that the intensity of telepresence is "a function of the extent to which a person feels present in a hypermediated CME" (p. …
... Article. Predicting preference for familiar, everyday objects: An experimental confrontation ... more ... Article. Predicting preference for familiar, everyday objects: An experimental confrontation between two theories of aesthetic behaviour. ... This work was part of a research programme sponsored by the Science and Engineering Research Council (Great Britain). ...
A review of the field commonly referred to as color psychology poses a number of organizational p... more A review of the field commonly referred to as color psychology poses a number of organizational problems stemming from the size and diversity of the literature, the range of issues investigated, and the different degrees of experimental rigor exercised. As a selective approach is both inevitable and desirable, the focus of this review is on those laboratory studies involving an "evaluative" response to color patches or chips. Numerically, this research represents the main body of work in color psychology and in experimental aesthetics generally.
International journal of man-machine studies, Oct 1, 1991
An important movement in the area of design and manufacture is the incorporation of CAD and CAM t... more An important movement in the area of design and manufacture is the incorporation of CAD and CAM to create a computer integrated manufacturing system. Within this system it is essential that interaction is straightforward for the designer. Research in this area has indicated that no simple way of defining user requirements exists and that probably the most difficult task is not programming the computer, but matching the computer to users' requirements. The present research has focussed upon user requirements at the initial design stage via an investigation of the Designer in action. Attention has been given to the design process (what the designer does) and the design products (what the designer produces). The approach has differed from earlier work, first, by its reliance upon the methods of applied psychology and secondly, by its adoption of a theoretical framework derived from motivation theory.
ABSTRACTThis article examines one intended effect of marketing realism: the sense of telepresence... more ABSTRACTThis article examines one intended effect of marketing realism: the sense of telepresence often experienced via the World Wide Web. We sought to test for telepresence generation in the domain of online cultural tourism. Using interactivity and vividness as major determinants, two separate websites delivering identical content presenting Taiwan's Dalongdong Boan Temple were created for members of a cultural tourism organisation. Given the particular nature of the interaction between user and entity via website, the methodology of the present study adopted current Naturalistic Decision Making (NDM) research logic, whereby participants' field experience and previously acquired expertise drive experimental task development and inform the validity of its findings. Potential participants thus opted in or out of the study within a natural sequence of events, from their natural setting. Results indicated no perceived difference in telepresence between the two websites. Women appeared to favour the temple and both websites, irrespective of interactivity and vividness levels. The research establishes a precedent as regards online behavioural research, and underscores a complexity inherent to user/website interaction that warrants further study. It is suggested that the notion of verisimilitude needs to extend beyond stimuli, and that NDM research methodology may provide a useful model for application in marketing communications research.Keywords: telepresence, verisimilitude, NDM research methodology, cultural tourism1. INTRODUCTIONIt has been argued that marketers should strive for verisimilitude in their digital communications (Klein, 2003). There are compelling reasons for this: evidence indicates that digitally simulated settings induce behaviour corresponding to that encountered in real world settings (Reeves & Nass, 2002), engender trust in shopping behaviour (Papadopoulou, 2007), positively influence users' attitudes (Fogg, 2003), enhance users' decision-making (Chuah, Roland, & Teh, 2008), and facilitate tactical decisions by marketers (Burke, 1996).The technical generation of verisimilitudinous experience tends to be equated with virtual reality, whereby mediated environments are created in which scenes and objects are simulated realistically. The notion of virtual reality has usually been associated with information technology, and the use of specific hardware. Steuer (1992) however contends that virtual reality is a type of human experience. Its essential feature is the sense of presence - called "being there", by Reeves (1991) - within a simulated environment. Costello (1997) and Bertol (1997) contend that a sense of immersion or degree of presence in the mediated environment is the primary feature of virtual reality. Costello categorises virtual reality as non-immersive, semi-immersive and fully immersive. Desktop, non-immersive systems, whereby virtual environments are viewed via monitor, solicit interaction through conventional hardware such as a keyboard and a mouse, while semi-immersive environments consist of large screens providing wide angles, and fully immersive systems involve head-mounted equipment. Regardless of the type of system, virtual reality can be defined as an immersive, interactive experience in a computer-generated environment (Pimentel & Teixera, 1993); a feeling of presence is induced during this experience. From a marketing standpoint, the merits of non-immersive systems (e.g., computer, monitor and mouse) are their general accessibility, low cost and capacity to reach large audiences via the Internet.2. THEORY2.1 TelepresenceExtending from the concept of presence is that of telepresence. This has been defined as the experience of presence embedded in departure, arrival and return from a mediate place (Kim & Biocca, 1997), and as "the mediated perception of an environment" (Steuer, 1992, p. 76). Hoffman and Novak (1996) contend that the intensity of telepresence is "a function of the extent to which a person feels present in a hypermediated CME" (p. …
... Article. Predicting preference for familiar, everyday objects: An experimental confrontation ... more ... Article. Predicting preference for familiar, everyday objects: An experimental confrontation between two theories of aesthetic behaviour. ... This work was part of a research programme sponsored by the Science and Engineering Research Council (Great Britain). ...
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