• Title/Summary/Keyword: 감성 측정

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Changes in Cognitive Information Processing According to the Level of Resilience: P300 (회복탄력성 수준에 따른 인지 정보처리 변화: P300)

  • Seung-Yul Lee;Jin-Gu Kim
    • Science of Emotion and Sensibility
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    • v.26 no.3
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    • pp.41-52
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    • 2023
  • The purpose of this study was to determine the effects of resilience on information processing. Thirty-nine male high school students were randomly selected and assigned to one of the three experimental groups: (1) high group (n = 13), (2) middle group (n = 13) and low group (n = 13) according to their resilience scale (KRQ-53) scores. The tasks were simple reaction time, choice reaction time-1, and choice reaction time -2. Electroencephalogram (EEG) was measured at Fp1, Fp2, F3, F4, Fz, Cz and Pz. A 3 × 8 × 4 (groups × areas × times) ANOVA with repeated measures on the last factor was calculated to determine resilience effects on EEG. P300 was analyzed using a 3 × 3 × 8 (groups × tasks × areas) ANOVA. The results showed that the theta waves of the middle group were higher than those of the high and low groups. Second, as a result of analyzing alpha waves, the high group demonstrated higher alpha waves than the middle and low groups. Third, the mid-beta waves of the middle and low groups were higher than those of the high group. Lastly, the result of this study showed that the P300 amplitude of the middle group was higher than that of the high and low groups. These results indicated that the middle group processed cognitive information more efficiently than the other two groups. The findings of this study demonstrated that cognitive information processing ability varies depending on the degree of resilience.

The Effects of Control Takeover Request Modality of Automated Vehicle and Road Type on Driver's Takeover Time and Mental Workload (자율주행 차량의 제어권 인수요구 정보양상과 도로 형태에 따른 운전자의 제어권 인수시간과 정신적 작업부하 차이)

  • Nam-Kyung Yun;Jaesik Lee
    • Science of Emotion and Sensibility
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    • v.26 no.4
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    • pp.51-70
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    • 2023
  • This study employed driving simulation to examine how takeover request (TOR) information modalities (visual, auditory, and visual + auditory) in Level-3 automated vehicles, and road types (straight and curved) influence the driver's control takeover time (TOT) and mental workload, assessed through subjective workload and heart rate variations. The findings reveal several key points. First, visual TOR resulted in the quickest TOT, while auditory TOR led to the longest. Second, TOT was considerably slower on curved roads compared to straight roads, with the greatest difference observed under the auditory TOR condition. Third, the auditory TOR condition generally induced lower subjective workload and heart rate variability than the visual or visual + auditory conditions. Finally, significant heart rate changes were predominantly observed in curved road conditions. These outcomes indicate that TOT and mental workload levels in drivers are influenced by both the TOR modality and road geometry. Notably, a faster TOT is associated with increased mental workload.

Cybersickness and Experience of Viewing VR Contents in Augmented Reality (증강현실에서의 가상현실 콘텐츠 시청 경험과 사이버 멀미)

  • Jiyoung Oh;Minseong Jin;Zion Park;Seyoon Song;Subin Jeon;Yoojung Lee;Haeji Shin;Chai-Youn Kim
    • Science of Emotion and Sensibility
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    • v.26 no.4
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    • pp.103-114
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    • 2023
  • Augmented reality (AR) and virtual reality (VR) differ fundamentally, with AR overlaying computer-generated information onto the real world in a nonimmersive way. Despite extensive research on cybersickness in VR, its occurrence in AR has received less attention (Vovk et al., 2018). This study examines cybersickness and discomfort associated with AR usage, focusing on the impact of content intensity and exposure time. Participants viewed 30-minute racing simulation game clips through AR equipment, varying in racing speed to alter content intensity. Cybersickness was assessed subjectively using the Simulator sickness questionnaire (SSQ; Kennedy et al., 1993). Findings revealed a progressive increase in cybersickness with longer exposure, persisting even after removing the AR equipment. Contrarily, content intensity did not significantly influence cybersickness levels. Analysis of the SSQ subscales revealed higher oculomotor (O) scores compared to nausea (N) and disorientation (D), suggesting that discomfort primarily stemmed from oculomotor strain. The study highlights distinct differences in user experience between AR and VR, specifically in subjective responses.

Effect on Discomfort and Attention Through Analysis of Resting-State Brain Wave Activity in Forward Head Posture (휴식시 뇌파 활성 분석을 통한 거북목 자세의 불편함 및 주의력에 미치는 영향 연구)

  • Ju-Yeon Jung;Chang-Ki Kang
    • Science of Emotion and Sensibility
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    • v.27 no.2
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    • pp.105-112
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    • 2024
  • Forward head posture (FHP) is a representative postural deformation problem in people today, causing various physical and mental problems, but the effect of FHP on discomfort or distraction during rest is not well known. Accordingly, this study aims to demonstrate the effect of FHP on these brain functions by analyzing brain wave signals at rest. Thirty-three heavy users of computers participated in this study, and all of them exhibited functional FHP when using computers. All participants performed using both normal posture and FHP, and their brain waves were measured at rest while maintaining each posture for five minutes without stimulation. Brain wave signals were acquired using EEG with 32 channels, and through frequency analysis, changes in delta and beta waves, known to be closely related to discomfort and attention, were compared and analyzed depending on the posture. As a result, FHP showed a significant decrease in delta waves in nine channels compared to the normal posture, and a significant increase in beta waves in 14 channels, showing that FHP does affect brain function at rest. These changes are consistent with those that occur under conditions of psychological discomfort and distraction, and they appear to be because the increased discomfort caused by musculoskeletal changes in the FHP also affects brain activity. These can provide important results showing that posture correction can help improve brain function and psychological state at rest.

Attention and Memory Bias to threatened stimuli in Individuals with High Social Anxiety (고 사회 불안 성인의 위협 자극에 대한 주의 및 기억 편향)

  • Jin-Ah Park;So-Yeon Kim
    • Science of Emotion and Sensibility
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    • v.27 no.2
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    • pp.113-126
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    • 2024
  • Individuals with social anxiety disorders tend to hold attentional bias toward threatening stimuli in social contexts regardless of task relevance. Although attentional bias is relatively consistent, findings on memory performance are mixed. This study examined attentional and memory biases toward threat stimuli in individuals with high levels of social anxiety. Participants included 19 individuals with high social anxiety (HSA) and another 20 individuals with low social anxiety (LSA). They performed a continuous attention task to measure attentional bias to threat. Afterward, they performed an unexpected memory task using distracting stimuli from the previous attention task to measure memory bias to task-irrelevant threatening stimuli. The results indicated that the HSA and LSA groups exhibited an initial attentional bias toward emotional faces. However, only the HSA group displayed prolonged attentional bias and demonstrated memory bias toward angry faces. Conversely, the LSA group exhibited attentional bias toward happy faces after 4 s. The findings imply that the absence of bias toward positive stimuli and the presence of bias toward negative stimuli may contribute to the maintenance and severity of social anxiety pathology.

Comparison between Affective Responses to Tactile Stimuli Based on the Presence of Visual Information Presentation (시각 정보 제시 여부에 따른 촉각 자극에 대한 정서 반응 비교)

  • Jisu Kim;Chaery Park;Jongwan Kim
    • Science of Emotion and Sensibility
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    • v.27 no.2
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    • pp.15-24
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    • 2024
  • Previous studies on texture and emotion have focused on identifying precisely which tactile stimuli trigger specific emotions. Despite the significant role of vision in tactile perception, research has so far only focused on the singular aspect of texture. In this study, we used tactile stimuli to investigate the effects of three variables-roughness, hardness, and visual blocking-on the affective responses to tactile perception. The experimental stimuli that can be encountered in daily life were selected based on the four conditions of "rough/hard," "rough/soft," "smooth/hard" and "smooth/soft" by crossing two roughness conditions (rough, smooth) and two hardness conditions (hard, soft). The experiment was divided into two sessions depending on whether or not visual blocking existed. Participants completed a session in which they evaluated a tactile stimulus after touching it without seeing it and then proceeded with a session in which they evaluated a stimulus after touching it with sight of it. The results of the repeated-measures ANOVA showed that individuals reported a more positive perception when touching stimuli with visual cues and more negative when touching stimuli without visual cues. Furthermore, the inclination to perceive smooth and soft stimuli more positively and rough stimuli more negatively was stronger when touching without visual cues. The results of this study suggest implications for enhancing the understanding of the interaction between emotion and visual information processing by elucidating how emotions are experienced differently in situations where visual information is provided and where it is not.

Concealed information test using ERPs and pupillary responses (ERP와 동공 반응을 이용한 숨긴정보검사)

  • Eom, Jin-Sup;Park, Kwang-Bai;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
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    • v.15 no.2
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    • pp.259-268
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    • 2012
  • In a P300-based concealed information test (P300 CIT), the result of the test is greatly affected by the value of the probe stimulus. With a probe stimulus of low value, the detection rate decreases. The aim of this study was to determine whether the pupil-based concealed information test (Pupil CIT) could be used in addition to the P300 CIT for the probes of low value. Participants were told to choose one card from a deck of five cards (space 2, 3, 4, 5, 6), Then a P300 CIT and a Pupil CIT for the selected card were administered. P300s were measured at 3 scalp sites (Fz, Cz, and Pz), and the pupil sizes of left and right eyes were recorded. The P300 amplitude measured at Fz, Cz, and Pz was significantly different between the probe and irrelevant stimuli. And, in the Pupil CIT, the pupil size was also different between the two stimuli for both eyes. The detection rates of the P300 CIT were 44% at Fz and Cz sites and 36% at Pz site. And the detection rates of the Pupil CIT were 52% for the left eye and 60% for the right eye. There is a trend that the detection rate of the Pupil CIT was higher than that of the P300 CIT, but the difference didn't reach significance partly because of the relatively small sample size. The correlation between the decision based on the P300 CIT and that based on the Pupil CIT was not significant. As a conclusion, it is recommended to use a Pupil CIT instead of a P300 CIT when the value of the probe is low. And a combination of the measures may be superior to either one of them in detection rate.

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P300 speller using a new stimulus presentation paradigm (새로운 자극제시방법을 사용한 P300 문자입력기)

  • Eom, Jin-Sup;Yang, Hye-Ryeon;Park, Mi-Sook;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
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    • v.16 no.1
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    • pp.107-116
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    • 2013
  • In the implementation of a P300 speller, rows and columns paradigm (RCP) is most commonly used. However, the RCP remains subject to adjacency-distraction error and double-flash problems. This study suggests a novel P300 speller stimuli presentation-the sub-block paradigm (SBP) that is likely to solve the problems effectively. Fifteen subjects participated in this experiment where both SBP and RCP were used to implement the P300 speller. Electroencephalography (EEG) activity was recorded from Fz, Cz, Pz, Oz, P3, P4, PO7, and PO8. Each paradigm consisted of a training phase to train a classifier and a testing phase to evaluate the speller. Eighteen characters were used for the target stimuli in the training phase. Additionally, 5 subjects were required to spell 50 characters and the rest of the subjects were to spell 25 characters in the testing phase. Classification accuracy results show that average accuracy was significantly higher in SBP as of 83.73% than that of RCP as of 66.40%. Grand mean event-related potentials (ERPs) at Pz show that positive peak amplitude for the target stimuli was greater in SBP compared to that of RCP. It was found that subjects tended to attend more to the characters in SBP. According to the participants' ratings on how comfortable they were with using each type of paradigm on 7-point Likert scale, most subjects responded 'very difficult' in RCP while responding 'medium' and 'easy' in SBP. The result showed that SBP was felt more comfortable than RCP by the subjects. In sum, the SBP was more correct in P300 speller performance as well as more convenient for users than the RCP. The actual limitations in the study were discussed in the last part of this paper.

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Correlations of Exogenous and Endogenous Components of Auditory ERPs to Psychometric Measures of Personality (청각 EPR의 내외생적 요소들과 성격의 상관에 관한 연구)

  • Park, Chang-Bum;Lee, Ji-Young;Chi, Sang-Eun;Park, Eun-Hye;Lee, Young-Hyuk;Kim, Hyun-Teak
    • Science of Emotion and Sensibility
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    • v.5 no.4
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    • pp.59-66
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    • 2002
  • This study was proposed as an exploratory study for understanding the biological bases and structures of three personality models: Eysenck's PEN model, Gray's BIS/BAS model, and Costa & McCrae's Five Factor Model, which was chosen as the major descriptive model regardless of its biological bases. Besides, Eysenck's impulsivity scale, IVE, was added to demonstrate the relationship of P and impulsivity. Concerning personality, most previous reports have explored the relationships between P300 and the introversion-extraversion of Eysenck's theory because of its putative biological bases. In the present study, forty-eight undergraduate took four personality batteries (ERQ-R, NEO-Pl-R, BIS/BAS, and IVE). Two types of oddball tasks including different stimulus duration were used to induce ERPs (50ms for task 1, 300ms for task 2). Distributional topographies of correlation coefficients with personality traits and ERP components were drawn, and considered for the consistent interpretation of the personality model structures. Even though all equivalences for extraversion of personality batteries showed similarities for their intra-correlation, their correlations with P3 amplitudes were dissociate. Eysenck's E might not be the proper psychometric measure for elucidating its biological bases. The present study supported the negative relationship of P3 amplitude and extraversion, which is the consensus of previous studies. Neuroticism and Psychoticism showed correlations with the earlier sensory processing components such as N1 and P2. This result might explain the reason why most of studies have failed to find biological connections relating them. Interaction between gender and personality traits should be considered for the interpretation of correlations. Two types of auditory stimulus duration had different sensitivity to personality traits.

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A study on Amusement Fear of Video Game and Player's Response (비디오게임의 유희적공포에 대한 플레이어의 반응연구)

  • Yoon, Jang-Won;Oh, Kyung-Su
    • Journal of Korea Game Society
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    • v.9 no.2
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    • pp.3-12
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    • 2009
  • In this study, by both qualitative and quantitative measurement on the purpose of deriving the sensitive amusement factor. I consider the fear of horror games as "the amused fear" and analyze it, which is based on the play theory by Roger Caillois. On the basis of this, I classified the amusement fear in horror games into the 4 factors. I conducted some positive tests through the player's response in order to verify them. The test is conducted measuring the heart rate of each experimenter by cardiometer while they are playing horror games. By analyzing the video data, I gave a name to the point that the amusement fear factors are expected to influence psychologically and physiologically as the fear point. At this point, I examined if the measured heart rate makes the outstanding difference or not, when compared average heart rate with experimenter's heart rate. In addition, I also examined if there is a statistical correlation of heart rate by attaching player's subjective data through the questionnaire. Consequently, it was statistically turned out that the experimenter's heart rate which is measured rose dramatically than usual, and that there are close correlations among subjective data. I also found out that the amusement fear factor at the relevant point plays a major role in experimenter's psychological and physiological response. In this study, I could prove the horror factor as a meaning of amusement factor using both theoretical method and positive method establishing a standard set that is helpful for further production and planning of the game.

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