• Title/Summary/Keyword: 반복시각자극

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Development of SSVEP-based drowsiness extermination road facility (SSVEP 기반 졸음 퇴치 도로시설물 개발)

  • Han, Hyungseob;Ryu, Janghyub;Chong, Uipil
    • Journal of the Institute of Convergence Signal Processing
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    • v.17 no.2
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    • pp.77-82
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    • 2016
  • The purpose of this paper is to develop the algorithm of human arousal inducing interface using steady-state visual evoked potential(SSVEP) and its verification through experiments. In order to develop the model, computer-based SSVEP program simulation is preliminary performed. From the results of the simulation, stimulus pattern is decided to checkerboard and SSVEP frequency range is set into beta wave (13~30Hz). After the experiment on proving the effect of SSVEP flashing stimulation while driving by installing it at the location of people mostly falling asleep in the highway, the result confirms that both during the night and the day, after SSVEP flashing stimulation, a wave Beta immediately increases and the subjects keep high stimulation for the 5 minute maintaining stage.

Affective Representations of Basic Tastes and Intensity using Multivariate Analyses (다변량분석방법을 이용한 미각 자극의 기본 맛과 강도에 따른 정서표상 )

  • Chaery Park;Inik Kim;Jongwan Kim
    • Science of Emotion and Sensibility
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    • v.26 no.2
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    • pp.39-52
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    • 2023
  • According to the core affect theory, affect consists of two independent dimensions of valence and arousal. Previous studies have found that various types of stimuli, such as pictures, videos, and music, are mapped onto the core affect space. However, the research on affect using gustatory stimuli has not been explored sufficiently. This study investigated whether the affects elicited by tastes could be mapped onto the core affect space. Stimuli were selected based on two factors (taste types and intensity). Participants were presented with each stimulus, evaluated the tastes, and rated their affective responses on taste and emotion scales. The data were analyzed using repeated-measures ANOVAs and multivariate analyses (multidimensional scaling and classification). The results of univariate analyses indicated that participants felt positive for sweet stimuli but negative for bitter and salty. Furthermore, participants reported high arousal with high intensity. Multidimensional scaling revealed that taste stimuli are also represented on the core affect dimensions. Specifically, it was confirmed that in the first dimension, sweetness was represented as a positive affect, while bitter and salty tastes were represented as a negative affect. In the second dimension, bitterness was represented as low arousal and sourness as high arousal. Classification analyses confirmed that the taste was identified consistently based on the affective responses within and across participants. This study showed that the taste stimuli in daily life are also located on core affect dimensions of valence and arousal.

Literature Review of Robots Used for the Rehabilitation of Children with Autistic Spectrum Disorder (자폐스펙트럼장애 아동의 재활을 위한 로봇 관련 문헌분석)

  • Choi, E.Y.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.9 no.4
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    • pp.265-273
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    • 2015
  • Children with autistic spectrum disorder(ASD) have a strength in visual process and systemizing, and they show interest toward things and machines. Therefore, robots have been suggested as a useful tool for the rehabilitation of the children with ASD. A robot can attract children's interest and attention, and it can provide simplified social stimulus. A robot can be applied repetitively, and programmed for the special needs of an individual child. In this study, we review literature related to the use of robots for the rehabilitation of children with ASD. For this purpose, related literature was searched with the keywords of autism and robot. We selected eleven domestic papers, and analyzed their contents to identify robots, stimulus of robots, experiment process and dependent variables.

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A research on feedback effect according to different sensory modality for attention recovery (집중력 회복을 위한 감각 모달리티 별 피드백에 대한 연구)

  • Hyun, Hye-Jung;Whang, Min-Cheol
    • Journal of the HCI Society of Korea
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    • v.2 no.1
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    • pp.41-47
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    • 2007
  • This study aims to empirically examine the effect of feedback on attention recovery. The role of feedback has been proven to be positive in particular to extend the limitation of attention resource. We studied the impact of feedback on attention by varying its type and modality. An experimental system was developed to observe how accurately the participants performed the pattern-matching task with differential feedback provided on a real-time basis based on the ADHD diagnostic model. Six university students participated in this study with 6 different feedback conditions and controlled conditions. The participants experienced the feedbacks before experiment. They was asked two hundred tasks in four feedback conditions. The difference of feedback effect according to different modality is to find within a subject. The results indicated that the combined feedback of cognitive with perceptual stimulus led better performance than the combined of perceptual feedbacks.

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Effects of the Variability of Individual Data on the Group Results; an Acupuncture Study Using fMRI (기능적 자기공명영상을 이용한 침 연구에 있어서 개체 별 다양성이 그룹분석에 미치는 영향 연구)

  • Bae, Seong-In;Jahng, Geon-Ho;Ryu, Chang-Woo;Lim, Sabina
    • Progress in Medical Physics
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    • v.20 no.4
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    • pp.277-289
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    • 2009
  • Recently, functional MRI has been used to investigate the neurobiological mechanisms of acupuncture and the specificity of acupoint. The group data tend to be regarded as more important than the individual data in the most of previous studies. This study was designed to investigate the effect of the variability of individual data on the group results. A functional MRI (fMRI) of the whole brain was performed in fifteen healthy subjects during placebo and acupuncture stimulations at the ST36 acupoint. After remaining at rest for 30 seconds, the acupuncture was inserted and twisted at the rate of 2 Hz for 45 seconds and then the acupuncture was removed immediately. This process was repeated three times. Individual and group analyses were performed by voxel-based analyses using SPM2 software. Visual inspections of the activation and deactivation maps from individual sessions have shown the large variability across fifteen subjects. This means that the group data reflected the brain activation responses of only a few subjects. We suggest that the individual data should be presented to demonstrate the effect of acupuncture.

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The Development Of Union Balance Sensory Measurement And Diagnosis System Using Virtual Reality (가상현실을 이용한 통합 평형감각 측정 및 진단 시스템의 개발)

  • 김종윤;송철규;김남균
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2001.05a
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    • pp.239-243
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    • 2001
  • 최근 각종 질병과 사고로 평형감각에 이상이 있는 환자가 증가하고 있다. 이들의 빠른 사회로의 환원을 위해서는 평형감각을 회복시킬 수 있는 효율적인 재활훈련이 필요하다. 하지만 기존 장비들은 근력을 길러주거나 특정감각기관만을 훈련시켜주는 정도의 재활만이 가능하다. 따라서 본 연구에서는 가상현실기술과 자전거를 이용하여 평형감각 실조환자의 진단 및 시각, 전정감각, 체성감각 등을 효율적으로 진단하고 자극, 훈련시킬 수 있는 bike simulator system을 개발하였다. 그리고 본 시스템이 재활훈련에 유용한지 실험 검토하였다. 실험결과 본 시스템을 통한 반복실험결과 COP의 값을 통하여 평형감각의 정량적 측정, 분석이 가능하였고, 훈련시 COP를 실시간으로 visual feedback함으로서 평형감각의 조절과 balance의 유지기능이 향상함을 확인하였고 본 시스템이 통합평형감각 측정 및 훈련용 재활장비로 유용함을 알 수 있었다.

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A physiological approach to the effect of emotion on time series judgmental forcecasting EEG and GSR

  • Lim, Joa-Sang;Whang, Min-Cheol;Park, Hung-Kook;Lee, Hyun-Sook
    • Science of Emotion and Sensibility
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    • v.1 no.1
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    • pp.123-133
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    • 1998
  • 시계열 예측은 효과적인 기업 경영에 반드시 필요한 활동이지만, 이와 관련 인간의 인지처리 과정에 대한 연구는 아직까지 미비하다. 본 연구는 인간 감성이 시계열 예측에 미치는 영향을 탐색하였다. 본 실혐에서는 반복을 통한 2(감성) x 2(횟수) 팩토리얼 설계를 채택하였다. 감성은 청각, 시각, 후각자극을 통해 환경을 조성하고 준비된 시나리오를 연상케하여 유발시켰다. 12명의 대학, 대학원생이 실험에 참여하였으며, 감성의 영향을 탐색하기 위해 뇌파(EEG)와 피부저항(GSR)이 후두엽(Oz)과 전두엽(Fz)에서 측정되었다. 그 결과 인간의 감성은 예측에 유의적인 영향을 보였다. 즉, 피험자가 부정적인 감성을 갖을 때 긍정적인 감성에 비해 예측의 정확성이 높은 경향이 있었다. 그 이유는 부정적 감성일 경우 전두엽에서 베타가 많이 출현하였고, 이는 시계열 예측의 정확도를 향상시키는 역할을 하였다.

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Effectiveness of Transcutaneous Electrical Nerve Stimulation(TENS) on the Changes of Postural Balance and Muscle Contraction following Muscle Fatigue (경피신경전기자극이 근피로에 의한 자세균형과 근수축력의 변화에 미치는 효과)

  • Cho, Hwi-Young;Lee, Sun-Hyun;In, Tae-Sung;Kang, Sun-Hee;Lee, Dong-Yeop;Song, Chang-Ho
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.11 no.11
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    • pp.4418-4426
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    • 2010
  • Muscle fatigue often induces deterioration of postural balance and muscle contraction, such as strength or maximal voluntary contraction(MVC). This study was to investigate the effects of transcutaneous electrical stimulation(TENS) applied to the fatigued muscles on postural imbalance and decline in muscle strength following fatigue of triceps surae. For the 4 months from March, 2010, twenty healthy subjects without vestibular disease and visual disturbance were recruited and induced muscle fatigue of triceps surea performed by repeated voluntary contraction. TENS was applied to gastocnemius immediately after development of muscle fatigue. Postural sway length, velocity and MVC were recorded under these conditions: pre-fatigue, post-fatigue, and TENS application to fatigued muscle during post-fatigue. Muscle fatigue increased postural imbalance as expressed by sway length and velocity and decreased muscle contraction(p<.05), while TENS improved the postural imbalance and MVC following muscle fatigue during stance(p<.05). The results suggested that fatigue on plantar flexor is associated with postural balance and muscle contraction, and TENS application to fatigued muscle was effective in improving postural imbalance and decline in muscle strength following muscle fatigue. TENS will be an effective method in exercise, working environment and daily life.

Action effect: An attentional boost of action regardless of medium and semantics (의미적 표상 및 매개체와 무관한 단순 행동의 주의력 증진 효과)

  • Dogyun Kim;Eunhee Ji;Min-Shik Kim
    • Korean Journal of Cognitive Science
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    • v.34 no.3
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    • pp.153-180
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    • 2023
  • Previous research on the action effect had shown how simple action towards a stimulus can enhance the processing of that stimulus in subsequent visual search task (Buttaccio & Hahn, 2011; Weidler & Abrams, 2014). In four experiments, we investigated whether semantic representation of action word can induce the same attentional boost towards that stimulus and whether the type of action performed can modulate the action effect. In experiment 1, we replicated the same experimental paradigm displayed in previous studies. Participants were first shown an action word cue - "go" or "no". When the action cue was "go", participants were to press a designated key, but not to when the action cue was "no". Next, participants performed a visual search task, in which they reported the orientation of a tilted bar. The target could appear on top of the previously shown prime object (valid), or not (invalid). Reaction times (RTs) to the search task were measure for analysis and comparison, and the action effect had been replicated. In experiment 2, participants were instructed to respond with the keyboard for the action task, and to respond with the joystick for the visual search task. In experiment 3, participants were instructed not to press any key on the onset of prime, and then perform the visual search task to isolate the effect of semantic representation. Lastly, in experiment 4, participants were instructed to press separate keys for "go" and "no" on the onset of prime, and then perform the visual search task. Results indicate that semantic representation alone did not modulate the action effect, regardless of type of action and medium of action.

Devlopment of wearable and liked apps to improve chewing movement of children with developmental disabilities (발달장애 아동의 저작(씹는)운동 개선을 위한 웨어러블 및 연동 앱 개발)

  • Su-In Cha;Young-Min Go;Soo-Yong Choi;Jin-Young Kim;Jin-Young Kim
    • Proceedings of the Korea Information Processing Society Conference
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    • 2023.11a
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    • pp.988-989
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    • 2023
  • 본 논문에서는 발달장애 아동의 교육 및 치료에 있어서 감각, 인지훈련을 효과적으로 할 수 있는 웨어러블 기기 및 연동앱을 제시한다. 이를 위해 임베디드 하드웨어를 개발하고 이와 연동할 수 있는 앱, 앱 내 게이미피케이컨텐츠, 학습 내용 및 결과 리포트를 개발했다. 발달장애 아동의 특성을 고려한 하드웨어는 유아 친화적 디자인으로 설계해 아동이 쉽게 착용 가능하며, 주의집중을 위한 감각 훈련을 집중적으로 할 수 있도록 시각, 촉각 등의 자극 촉구 행동을 유도하며, 반복적 교육으로 인한 개선 효과를 제공한다. 개발한 기기 및 연동앱을 직접 교육현장에 적용해봄으로써 주의집중과 저작능력 향상을 위한 센터에서의 지속적인 실사용 가능성을 제고했다.