so-yeon yoon - Academia.edu (original) (raw)
Papers by so-yeon yoon
[ACCESS RESTRICTED TO THE UNIVERSITY OF MISSOURI AT AUTHOR'S REQUEST.] Previous research has ... more [ACCESS RESTRICTED TO THE UNIVERSITY OF MISSOURI AT AUTHOR'S REQUEST.] Previous research has established that virtual reality (VR) technology provides users a unique user-system interaction. However, little research has been conducted to understand how VR technology contributes to system usability within specific contexts. The current research investigates how users perceive desktop VR differently from conventional 2D graphics and how system usability is affected by the user-system interaction process within a VR system. The impact of desktop VR on system usability was empirically examined from an integrated view of technology acceptance in information systems and human-computer interaction. This research tested a model of the user-system interaction process (perceived ease of use, perceived usefulness, and presence) and outcomes measured by system usability dimensions (satisfaction and decision confidence) for a VR system. Data were collected to compare the process and outcomes of using a VR system and a conventional 2D system to engage in a consumer survey. In addition, how user characteristics affect user-system interaction while using a VR system was examined. The results largely support the proposition that VR technology provides system usability with significantly higher perceived usefulness and presence than do the conventional 2D formats. The current work provides new knowledge about usability, sense of presence and technology acceptance in desktop VR and provides insights for future research with and predicted applications of desktop VR.
Previous research has established virtual reality provides users with unique experience. However,... more Previous research has established virtual reality provides users with unique experience. However, litter is known how users interact with virtual reality enabled interfaces differently from other conventional interfaces and how user-system interaction with virtual reality contributes to usability. This paper proposes a theoretical frame work to better understand the usability and user experience of a virtual reality enabled interface from an integrated view of information science and human-computer interaction. Based on the framework, an experimental case study was conducted. The context was taken from an Internet based virtual reality system where viewers are asked to evaluate design of furniture. In this paper, an overview of the research method and analysis is presented.
Color in one’s environment is known to bring emotional, social, and physiological reactions to pe... more Color in one’s environment is known to bring emotional, social, and physiological reactions to people. Despite its significance, understanding meaning of color in environments is challenging mainly because of the difficulty in testing real color environments with virtually unlimited possible color combinations. As the context of color usage changes its impact on human responses, studying color and human responses has limited value if colors are isolated from actual environments (Mahnke, 1999; Hard & Sivik, 1999). To challenge these complications, this study explores Shigenobu Kobayashi’s color image scale with real-scale, high-fidelity computer simulations. The goal of this study is to provide a practical framework for empirical research on the psychological/emotional relationship between color environments and people’s perceptions of these environments. The study utilizes Kobayashi’s color theory (Kobayashi, 1981, 1987, 1990) focusing on the association of colors and words (i.e., a...
Design Computing and Cognition '18, 2019
Cognitive differences between how people perceive and process information have been broadly studi... more Cognitive differences between how people perceive and process information have been broadly studied in the fields of education and psychology. Previous findings show that comprehension is optimized when information presentation aligns with the cognitive abilities and preferences of an individual. On the other hand, the possession of field knowledge has also been studied to influence learning outcome and perception. This paper aims to understand the effects of individual’s information processing styles and field knowledge on design decision-making, specifically focusing on designer learning and user experience. Two distinct decision support systems interfaces were developed to better examine the effect using a mixed model design. A total of 48 college students participated in the experimental study and interacted with the two different interfaces of a satellite design system in a randomized order. Analysis results show significant impacts of field knowledge and visual processing styl...
Brief Description of Research Project Active transportation has been recognized to promote enviro... more Brief Description of Research Project Active transportation has been recognized to promote environmental and physical wellbeing of people. However, demand for active modes (walking and bicycling) – which require physical effort, take longer, but may be free to use – is insufficiently understood. This project aims at analyzing the emotional response to active transportation by running experiments with a high-fidelity virtual-reality simulator that allows controlled dynamic (traffic composition and flow, pedestrian density and flow) and static (infrastructure) conditions. We expect to identify factors associated with positive feelings that can be used to encourage adoption of active transportation as well as stress-inducing conditions that deter potential users.
Modern shopping spaces are full of sensory stimuli. Retailers, challenged by efficient online ope... more Modern shopping spaces are full of sensory stimuli. Retailers, challenged by efficient online operators, tend to eagerly fill their stores with fixtures, furniture, decoration, displays, and product stock to provide experiential value to shoppers. Retailer efforts to attract consumers’ attention and maximize in-store experience can result in the exposure of consumers to a highly complex store environment, specifically from the visual perspective. Intangible stimuli, such as music and fragrance, are also routinely employed in stores, which may contribute to the increased sensory complexity. As visual sensation is the most dominant factor for people in perceiving and understanding the external environment, and marketing efforts heavily depend on visual communication, it is unsurprising that previous studies have emphasized the effects of visual complexity in understanding shoppers’ responses to grocery or deli store environments (Gilboa & Rafaeli, 2003; Nasar, 1987; Orth & Crouch, 201...
The International Journal of Architectonic, Spatial, and Environmental Design
Interior designers and architects using three-dimensional (3-D) computer-mediated design visualiz... more Interior designers and architects using three-dimensional (3-D) computer-mediated design visualization strive to more accurately represent and communicate their designs. Today's 3-D computer-aided design software packages are increasingly powerful yet user friendly in displaying rich details, to the extent of looking photorealistic. It is a common understanding that such high-fidelity 3-D images help improve understanding of the presented content. Increasingly, more design professionals use 3-D visualization techniques and interactive walk-throughs in 3-D virtual environments (VE). But beyond the engaging experience of VEs, little is known about how high-fidelity 3-D VEs can contribute to accurate communication of the design and space. In this paper, we empirically explore the impact of detail level and media format on viewer perception, while focusing on spatial size perception. To test the effects, two levels of detail (low versus high fidelity) and two different graphic formats, (a 3-D still rendering image versus a real-time navigable VE) were compared by a total of 72 participants. A 2 × 2 between-subjects design was used to examine the effects of detail level on viewers' size perception in both the 3-D rendering and virtual environment. Findings from statistical analysis of increased visual cue and navigability effects are presented, as well as their joint effect. Theoretical and practical implications of the present study are discussed for anyone interested in adopting advanced 3-D CAD tools for spatial representation and interior design pedagogy.
Design Computing and Cognition '18
In this paper, we introduce the concept of exploring the feature space to aid learning in the con... more In this paper, we introduce the concept of exploring the feature space to aid learning in the context of design space exploration. The feature space is defined as a possible set of features mapped in a 2D plane with each axis representing different interestingness measures, such as precision or recall. Similar to how a designer explores the design space, one can explore the feature space by observing how different features vary in their ability to explain a set of design solutions. We hypothesize that such process helps designers gain a better understanding of the design space. To test this hypothesis, we conduct a controlled experiment with human subjects. The result suggests that exploring the feature space has the potential to enhance the user’s ability to identify important features and predict the performance of a design. However, such observation is limited only to the participants with some previous experience with design space exploration.
Journal of Interior Design
Numerosity, complexity and affect are among factors known to dilate perceived time. While such ob... more Numerosity, complexity and affect are among factors known to dilate perceived time. While such objective and subjective factors are usually tested in isolation with simple stimuli in the lab, here we examined the perceived passage of time in the ecology of daily social life: crowded public transit. Higher crowding level denotes a higher numerosity along with increased negative affect. Accordingly, we hypothesized that crowding lengthens subjective trip duration. Participants (N=41) experienced short (between 1 to 2 minutes) immersive subway trips using Virtual Reality (VR). Each individual experienced multiple virtual trips with different crowding levels. After each trip, they were asked to estimate the trip duration and rate its affective pleasantness. Presence of one additional person per square meter of the train significantly increased perceived travel time by an average of 1.8 seconds. Rather than objective factors, this effect was mediated by subjective negative feelings induc...
International Journal of Smart Technology and Learning
An increasing number of children are using mobile devices at an early age. Some argue that excess... more An increasing number of children are using mobile devices at an early age. Some argue that excessive technology usage could have negative impacts on children. If used appropriately, mobile devices can be effective learning tools for children. The main purpose of this study is to explore the impact of Augmented Reality (AR) for children in mobile learning. The experimental study was conducted with 30 participants divided into two groups: AR (a book accompanied with AR) and Book (the same book with no AR). Children's perceptions regarding conservation, wild animals, and the new ecological paradigm were measured with survey questions before and after reading the same AR or Book content on environmental sustainability. The study results demonstrates that AR was more engaging than books alone and more efficient at improving attitudes toward the environment. AR allowed children to empathise more with environmental issues and develop their own learning environments. The study reveals the potential of AR for improving children's learning experiences on environmental sustainability.
International Journal of Retail & Distribution Management
PurposeAs consumers spend more time shopping online, traditional retailers are facing a decline i... more PurposeAs consumers spend more time shopping online, traditional retailers are facing a decline in on-site shoppers. To help the industry in the omnichannel era, we propose that a virtual tour of a store could affect brand equity and promote store visit intentions, based on a well-established brand experience account.Design/methodology/approachThe virtual tour stimuli were created using 360-degree photos of real stores. Participants explored the store virtually and then completed an online survey. With 240 responses drawn from the general population in the US, structural equation modelling (SEM) was used.FindingsResults showed that store brand experiences significantly affected consumers and the four brand experience dimensions exerted differentiated effects. Sensory and behavioural experiences directly increased intentions to visit the store, whereas intellectual and emotional experiences promoted visit intentions via enhanced brand equity.Originality/valueThis is the first retail ...
Sustainability
Crowding at destinations is becoming an important issue in sustainable tourism. This study examin... more Crowding at destinations is becoming an important issue in sustainable tourism. This study examines the relationship between tourist perceptions of crowding, environmentally responsible behavior (ERB), and intention to recommend a destination, from a helping behavior perspective. It proposes two discrete emotions, in particular anger and sympathy, to understand how tourist perceptions of crowding affect their helping behavior. We collected data through an online survey of tourists who had visited Jeju Island, which has emerged as Korea’s tourism hub. We performed structural equation modeling (SEM) and regression analysis to empirically test the research model. The results reveal that while tourist perceptions of spatial crowding positively impact both anger and sympathy, human crowding perceptions do not link to them. Further, we investigated the incompatible roles of anger and sympathy in tourist ERB and intention to recommend. Whereas anger weakens tourist ERB and intention to rec...
Journal of Consumer Behaviour
Store atmosphere can influence shoppers' perceptions and behaviors. This research contributes... more Store atmosphere can influence shoppers' perceptions and behaviors. This research contributes to the literature by showing that a visually warm store atmosphere can induce psychological warmth perception among in-store consumers. An empirical study was conducted to investigate the effect of warmth through a visually warm or cold store atmosphere on consumers' perceptions/behaviors and the moderating role of consumers' processing styles. Results (N = 181) showed that a visually warm (vs. cold) atmosphere induces the perception of intimacy toward the store among affective processors and the perception of assortment similarity among cognitive processors. Such perceptions were found to mediate the effect of the visually warm atmosphere on consumers' approach behaviors toward the store. Based on the grounded cognition theory, this study extends the current knowledge of the warmth experience on psychological perceptions to a retail context. Findings not only contribute to the extant literature of store atmospherics and retailing but they also offer practical guidelines for retailers and designers of store environments.
Journal of Indonesian Tourism, Hospitality and Recreation
MENGIDENTIFIKASI RESPON EMOSIONAL PELANGGAN TERHADAP DESAIN KAMAR DENGAN MENGGUNAKAN PENGENALAN E... more MENGIDENTIFIKASI RESPON EMOSIONAL PELANGGAN TERHADAP DESAIN KAMAR DENGAN MENGGUNAKAN PENGENALAN EKSPRESI WAJAH, DI LINGKUNGAN VIRTUAL DAN AKTUAL SEBUAH HOTELABSTRAKSangat umum diketahui bahwa emosi memainkan peran penting dalam pengalaman pelanggan dalam pariwisata. Mengukur emosi dapat memberikan informasi berharga tentang persepsi pelanggan tentang ruang hotel. Tujuan dari penelitian ini adalah untuk mengidentifikasi jenis lingkungan hotel mana, Virtual atau Asli, yang lebih efektif dalam memunculkan respon emosional dari responden yang ditunjukkan untuk pertama kalinya. Selain itu, penelitian ini bertujuan untuk mengungkap komponen kamar tamu mana, contohnya pemandangan alam ke luar atau interior yang mampu memicu respon emosional yang lebih tinggi. Dua percobaan dilakukan untuk memberikan bukti, yang pertama disajikan Lingkungan Virtual kepada responden melalui video, dan yang kedua dilakukan di lingkungan nyata pada jenis kamar presidential suite. Respon emosional dianalisis me...
[ACCESS RESTRICTED TO THE UNIVERSITY OF MISSOURI AT AUTHOR'S REQUEST.] Previous research has ... more [ACCESS RESTRICTED TO THE UNIVERSITY OF MISSOURI AT AUTHOR'S REQUEST.] Previous research has established that virtual reality (VR) technology provides users a unique user-system interaction. However, little research has been conducted to understand how VR technology contributes to system usability within specific contexts. The current research investigates how users perceive desktop VR differently from conventional 2D graphics and how system usability is affected by the user-system interaction process within a VR system. The impact of desktop VR on system usability was empirically examined from an integrated view of technology acceptance in information systems and human-computer interaction. This research tested a model of the user-system interaction process (perceived ease of use, perceived usefulness, and presence) and outcomes measured by system usability dimensions (satisfaction and decision confidence) for a VR system. Data were collected to compare the process and outcomes of using a VR system and a conventional 2D system to engage in a consumer survey. In addition, how user characteristics affect user-system interaction while using a VR system was examined. The results largely support the proposition that VR technology provides system usability with significantly higher perceived usefulness and presence than do the conventional 2D formats. The current work provides new knowledge about usability, sense of presence and technology acceptance in desktop VR and provides insights for future research with and predicted applications of desktop VR.
Previous research has established virtual reality provides users with unique experience. However,... more Previous research has established virtual reality provides users with unique experience. However, litter is known how users interact with virtual reality enabled interfaces differently from other conventional interfaces and how user-system interaction with virtual reality contributes to usability. This paper proposes a theoretical frame work to better understand the usability and user experience of a virtual reality enabled interface from an integrated view of information science and human-computer interaction. Based on the framework, an experimental case study was conducted. The context was taken from an Internet based virtual reality system where viewers are asked to evaluate design of furniture. In this paper, an overview of the research method and analysis is presented.
Color in one’s environment is known to bring emotional, social, and physiological reactions to pe... more Color in one’s environment is known to bring emotional, social, and physiological reactions to people. Despite its significance, understanding meaning of color in environments is challenging mainly because of the difficulty in testing real color environments with virtually unlimited possible color combinations. As the context of color usage changes its impact on human responses, studying color and human responses has limited value if colors are isolated from actual environments (Mahnke, 1999; Hard & Sivik, 1999). To challenge these complications, this study explores Shigenobu Kobayashi’s color image scale with real-scale, high-fidelity computer simulations. The goal of this study is to provide a practical framework for empirical research on the psychological/emotional relationship between color environments and people’s perceptions of these environments. The study utilizes Kobayashi’s color theory (Kobayashi, 1981, 1987, 1990) focusing on the association of colors and words (i.e., a...
Design Computing and Cognition '18, 2019
Cognitive differences between how people perceive and process information have been broadly studi... more Cognitive differences between how people perceive and process information have been broadly studied in the fields of education and psychology. Previous findings show that comprehension is optimized when information presentation aligns with the cognitive abilities and preferences of an individual. On the other hand, the possession of field knowledge has also been studied to influence learning outcome and perception. This paper aims to understand the effects of individual’s information processing styles and field knowledge on design decision-making, specifically focusing on designer learning and user experience. Two distinct decision support systems interfaces were developed to better examine the effect using a mixed model design. A total of 48 college students participated in the experimental study and interacted with the two different interfaces of a satellite design system in a randomized order. Analysis results show significant impacts of field knowledge and visual processing styl...
Brief Description of Research Project Active transportation has been recognized to promote enviro... more Brief Description of Research Project Active transportation has been recognized to promote environmental and physical wellbeing of people. However, demand for active modes (walking and bicycling) – which require physical effort, take longer, but may be free to use – is insufficiently understood. This project aims at analyzing the emotional response to active transportation by running experiments with a high-fidelity virtual-reality simulator that allows controlled dynamic (traffic composition and flow, pedestrian density and flow) and static (infrastructure) conditions. We expect to identify factors associated with positive feelings that can be used to encourage adoption of active transportation as well as stress-inducing conditions that deter potential users.
Modern shopping spaces are full of sensory stimuli. Retailers, challenged by efficient online ope... more Modern shopping spaces are full of sensory stimuli. Retailers, challenged by efficient online operators, tend to eagerly fill their stores with fixtures, furniture, decoration, displays, and product stock to provide experiential value to shoppers. Retailer efforts to attract consumers’ attention and maximize in-store experience can result in the exposure of consumers to a highly complex store environment, specifically from the visual perspective. Intangible stimuli, such as music and fragrance, are also routinely employed in stores, which may contribute to the increased sensory complexity. As visual sensation is the most dominant factor for people in perceiving and understanding the external environment, and marketing efforts heavily depend on visual communication, it is unsurprising that previous studies have emphasized the effects of visual complexity in understanding shoppers’ responses to grocery or deli store environments (Gilboa & Rafaeli, 2003; Nasar, 1987; Orth & Crouch, 201...
The International Journal of Architectonic, Spatial, and Environmental Design
Interior designers and architects using three-dimensional (3-D) computer-mediated design visualiz... more Interior designers and architects using three-dimensional (3-D) computer-mediated design visualization strive to more accurately represent and communicate their designs. Today's 3-D computer-aided design software packages are increasingly powerful yet user friendly in displaying rich details, to the extent of looking photorealistic. It is a common understanding that such high-fidelity 3-D images help improve understanding of the presented content. Increasingly, more design professionals use 3-D visualization techniques and interactive walk-throughs in 3-D virtual environments (VE). But beyond the engaging experience of VEs, little is known about how high-fidelity 3-D VEs can contribute to accurate communication of the design and space. In this paper, we empirically explore the impact of detail level and media format on viewer perception, while focusing on spatial size perception. To test the effects, two levels of detail (low versus high fidelity) and two different graphic formats, (a 3-D still rendering image versus a real-time navigable VE) were compared by a total of 72 participants. A 2 × 2 between-subjects design was used to examine the effects of detail level on viewers' size perception in both the 3-D rendering and virtual environment. Findings from statistical analysis of increased visual cue and navigability effects are presented, as well as their joint effect. Theoretical and practical implications of the present study are discussed for anyone interested in adopting advanced 3-D CAD tools for spatial representation and interior design pedagogy.
Design Computing and Cognition '18
In this paper, we introduce the concept of exploring the feature space to aid learning in the con... more In this paper, we introduce the concept of exploring the feature space to aid learning in the context of design space exploration. The feature space is defined as a possible set of features mapped in a 2D plane with each axis representing different interestingness measures, such as precision or recall. Similar to how a designer explores the design space, one can explore the feature space by observing how different features vary in their ability to explain a set of design solutions. We hypothesize that such process helps designers gain a better understanding of the design space. To test this hypothesis, we conduct a controlled experiment with human subjects. The result suggests that exploring the feature space has the potential to enhance the user’s ability to identify important features and predict the performance of a design. However, such observation is limited only to the participants with some previous experience with design space exploration.
Journal of Interior Design
Numerosity, complexity and affect are among factors known to dilate perceived time. While such ob... more Numerosity, complexity and affect are among factors known to dilate perceived time. While such objective and subjective factors are usually tested in isolation with simple stimuli in the lab, here we examined the perceived passage of time in the ecology of daily social life: crowded public transit. Higher crowding level denotes a higher numerosity along with increased negative affect. Accordingly, we hypothesized that crowding lengthens subjective trip duration. Participants (N=41) experienced short (between 1 to 2 minutes) immersive subway trips using Virtual Reality (VR). Each individual experienced multiple virtual trips with different crowding levels. After each trip, they were asked to estimate the trip duration and rate its affective pleasantness. Presence of one additional person per square meter of the train significantly increased perceived travel time by an average of 1.8 seconds. Rather than objective factors, this effect was mediated by subjective negative feelings induc...
International Journal of Smart Technology and Learning
An increasing number of children are using mobile devices at an early age. Some argue that excess... more An increasing number of children are using mobile devices at an early age. Some argue that excessive technology usage could have negative impacts on children. If used appropriately, mobile devices can be effective learning tools for children. The main purpose of this study is to explore the impact of Augmented Reality (AR) for children in mobile learning. The experimental study was conducted with 30 participants divided into two groups: AR (a book accompanied with AR) and Book (the same book with no AR). Children's perceptions regarding conservation, wild animals, and the new ecological paradigm were measured with survey questions before and after reading the same AR or Book content on environmental sustainability. The study results demonstrates that AR was more engaging than books alone and more efficient at improving attitudes toward the environment. AR allowed children to empathise more with environmental issues and develop their own learning environments. The study reveals the potential of AR for improving children's learning experiences on environmental sustainability.
International Journal of Retail & Distribution Management
PurposeAs consumers spend more time shopping online, traditional retailers are facing a decline i... more PurposeAs consumers spend more time shopping online, traditional retailers are facing a decline in on-site shoppers. To help the industry in the omnichannel era, we propose that a virtual tour of a store could affect brand equity and promote store visit intentions, based on a well-established brand experience account.Design/methodology/approachThe virtual tour stimuli were created using 360-degree photos of real stores. Participants explored the store virtually and then completed an online survey. With 240 responses drawn from the general population in the US, structural equation modelling (SEM) was used.FindingsResults showed that store brand experiences significantly affected consumers and the four brand experience dimensions exerted differentiated effects. Sensory and behavioural experiences directly increased intentions to visit the store, whereas intellectual and emotional experiences promoted visit intentions via enhanced brand equity.Originality/valueThis is the first retail ...
Sustainability
Crowding at destinations is becoming an important issue in sustainable tourism. This study examin... more Crowding at destinations is becoming an important issue in sustainable tourism. This study examines the relationship between tourist perceptions of crowding, environmentally responsible behavior (ERB), and intention to recommend a destination, from a helping behavior perspective. It proposes two discrete emotions, in particular anger and sympathy, to understand how tourist perceptions of crowding affect their helping behavior. We collected data through an online survey of tourists who had visited Jeju Island, which has emerged as Korea’s tourism hub. We performed structural equation modeling (SEM) and regression analysis to empirically test the research model. The results reveal that while tourist perceptions of spatial crowding positively impact both anger and sympathy, human crowding perceptions do not link to them. Further, we investigated the incompatible roles of anger and sympathy in tourist ERB and intention to recommend. Whereas anger weakens tourist ERB and intention to rec...
Journal of Consumer Behaviour
Store atmosphere can influence shoppers' perceptions and behaviors. This research contributes... more Store atmosphere can influence shoppers' perceptions and behaviors. This research contributes to the literature by showing that a visually warm store atmosphere can induce psychological warmth perception among in-store consumers. An empirical study was conducted to investigate the effect of warmth through a visually warm or cold store atmosphere on consumers' perceptions/behaviors and the moderating role of consumers' processing styles. Results (N = 181) showed that a visually warm (vs. cold) atmosphere induces the perception of intimacy toward the store among affective processors and the perception of assortment similarity among cognitive processors. Such perceptions were found to mediate the effect of the visually warm atmosphere on consumers' approach behaviors toward the store. Based on the grounded cognition theory, this study extends the current knowledge of the warmth experience on psychological perceptions to a retail context. Findings not only contribute to the extant literature of store atmospherics and retailing but they also offer practical guidelines for retailers and designers of store environments.
Journal of Indonesian Tourism, Hospitality and Recreation
MENGIDENTIFIKASI RESPON EMOSIONAL PELANGGAN TERHADAP DESAIN KAMAR DENGAN MENGGUNAKAN PENGENALAN E... more MENGIDENTIFIKASI RESPON EMOSIONAL PELANGGAN TERHADAP DESAIN KAMAR DENGAN MENGGUNAKAN PENGENALAN EKSPRESI WAJAH, DI LINGKUNGAN VIRTUAL DAN AKTUAL SEBUAH HOTELABSTRAKSangat umum diketahui bahwa emosi memainkan peran penting dalam pengalaman pelanggan dalam pariwisata. Mengukur emosi dapat memberikan informasi berharga tentang persepsi pelanggan tentang ruang hotel. Tujuan dari penelitian ini adalah untuk mengidentifikasi jenis lingkungan hotel mana, Virtual atau Asli, yang lebih efektif dalam memunculkan respon emosional dari responden yang ditunjukkan untuk pertama kalinya. Selain itu, penelitian ini bertujuan untuk mengungkap komponen kamar tamu mana, contohnya pemandangan alam ke luar atau interior yang mampu memicu respon emosional yang lebih tinggi. Dua percobaan dilakukan untuk memberikan bukti, yang pertama disajikan Lingkungan Virtual kepada responden melalui video, dan yang kedua dilakukan di lingkungan nyata pada jenis kamar presidential suite. Respon emosional dianalisis me...