• Title/Summary/Keyword: 음악자극

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Heart Response Effect by 1/f Fluctuation Sounds for Emotional Labor on Employee (1/f 수준 별 음악 자극이 감정 노동 종사자의 심장 반응에 미치는 효과)

  • Jeon, Byung-Mu;Whang, Min-Cheol
    • Science of Emotion and Sensibility
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    • v.18 no.3
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    • pp.63-70
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    • 2015
  • This study identified heart response of participants while listening to sounds which have 1/f fluctuations with exponent ${\alpha}$ gradient. The participants were engaged in emotional stress work. Prior studies related to 1/f fluctuation sound have reported that sound source can alleviate psychological and physiological state of users. Subjects of this study were exposed to sound with three levels of ${\alpha}$ gradient. Heart response of subjects were measured with Photoplethysmography(PPG) sensor simultaneously. The dependent variables of this study were beat per minute(BPM), very low frequency percent of pulse rate variability (VLF percent), the standard deviation of all normal RR intervals (SDNN), and high frequency power(HF power). Subject showed arousal response when exposed to sound with exponent ${\alpha}$ gradient of 3 whereas the sound with exponent ${\alpha}$ gradient of 1 and 2 resulted in relax effect. The characteristic of 1/f fluctuation sounds can be applied to alleviate stress for employers under emotional labor.

Medical Service Countermeasures Following Aging in Japan (일본의 고령화에 따른 의료서비스 대책)

  • CHOI, SUNG BAIG
    • Science of Emotion and Sensibility
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    • v.19 no.2
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    • pp.79-88
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    • 2016
  • Modern society is living in material affluence after the Industrial Revolution. Meanwhile, consumer needs, in conformity with product diversification, are also being diversified. Modern consumers, unlike those of the past, are trending towards individual consumption that satisfies emotion and values instead of simple goal-oriented consumption. A model case is that of Starbucks. Starbucks has grown into the global coffee franchise it is today through emotional marketing that sells an atmosphere that is unique to Starbucks, consisting of store decorations, store music, employee service, and charming coffee aromas that are identical in every store anywhere in the world. Because this method is marketing that stimulates human emotion, it is assigned to and appeals to human senses and sensitivity. In other words, the charm of emotion marketing is that it draws out consumer emotion, produces positive reactions towards products, and leads to consumption. The utilization of emotions for products or service differentiates brand image and is becoming a key method in reinforcing brand royalty. In particular, more importance is being placed on customer service to strongly impress consumers. Intangible service is becoming the best way to impress customers.

The Effect of Non-Pharmacological Intervention on Depressive Symptom in Elderly with Mild Cognitive Impairment : A Systematic Review of Randomized Controlled Trials (경도인지장애 노인의 우울증상을 위한 비약물적 중재 효과: 무작위 대조군 실험연구의 체계적 문헌고찰)

  • Jung, Jae-Hun
    • Journal of Industrial Convergence
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    • v.20 no.10
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    • pp.39-49
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    • 2022
  • The purpose of this study was to systematic review about randomized controlled trials the characteristics and effect of non-pharmacological intervention on depressive symptom in elderly with mild cognitive impairment. We searched studies published from January 2011 to July 2021 in 3 databases. A total 1,455 studies were found and included 11 studies in final analysis. Methodological quality was assessment with the Cochrane's RoB(risk of bias) tool. Geriatric Depression Scale(GDS) was the most used as the assessment tool for identifying the depressive symptom. Intervention were yoga, psychosocial intervention, cognitive training, health education, multi-component intervention, game training, aerobic/pulmonary physiotherapy, art therapy, music reminiscence activity, memory specificity training, cognitive stimulation therapy and SWTW(sleep well, think well) program. Among the intervention programs, yoga, multi-component intervention and game training were effective in improving depressive symptom. This study provided a clinical evidence for planning and implementing intervention on depressive symptom in elderly with mild cognitive impairment.

Integrative Review of Nursing Intervention Studies on Mother-Infant Interactions (모아상호작용 중재에 관한 국내 연구논문의 통합적 고찰)

  • Park, Sun-Jung;Kim, Shin-Jeong;Kang, Kyung-Ah
    • Child Health Nursing Research
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    • v.20 no.2
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    • pp.75-86
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    • 2014
  • Purpose: The purpose of this study was to describe the components and content of nursing intervention studies on mother-infant interactions and to present strategies for future studies. Methods: Four electronic databases in the Korean language were searched to identify studies done between January 1998 and December 2011. The search yielded 145 articles. From these articles, 19 studies met the inclusion criteria. Results: Mother-infant interactions in these studies were found to include verbal and non-verbal communication basic for optimal growth and development of the child. Six kinds of interventions for mother-infant interactions were identified as follows: sensory stimulation, education program, whole body massage, kangaroo care, visiting support, and music therapy. Conclusion: Further studies with well designed clinical trials need to be done in the area of child nursing to provide evidence based data for the development of strategies to promote positive mother-infant interactions.

Effect of Emotional Incongruence in Negative Emotional Valence & Cross-modality (교차 양상과 부정 정서에서의 정서 불일치 효과에 따른 기억의 차이)

  • Kim, Soyeon;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.17 no.3
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    • pp.107-116
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    • 2014
  • In the current study, it is suggested that when two emotions are presented through cross-modality, such as auditory and visual, incongruence will influence arousal, recognition, and recall of subjects. The first hypothesis is that incongruent cross-modality does not only increase arousal more than the congruent, but it also increases recall and recognition more than congruent. The second hypothesis is that arousal modulates recall and recognition of subjects. To demonstrate the two hypotheses, our experiment's conditions were manipulated to be congruent and incongruent by presenting positive or negative emotions, visually and acoustically. For dependent variables, we measured recall rate and recognition rates. and arousal was measured by PAD (pleasure-arousal-dominance) scales. After eight days, only recognition was measured repeatedly online. As a result, our behavioral experiment showed that there was a significant difference between arousal before watching a movie clip and after (p<.001), but no difference between the congruent condition and incongruent condition. Also, there was no significant difference between recognition performance in the congruent condition and incongruent condition, but there was a main effect of the clips' emotions. Interestingly after analyzing recognition rates separately depending on clips' emotions, there was a significant difference between congruent and incongruent conditions in the only negative clip (p= .044), not in the positive clip. In a detailed result, recognition in the incongruent condition is more than in the congruent condition. Furthermore, in the case of recall performance, there was a significant interaction between the clips' emotions shown in the clips and congruent conditions (p=.039). Through these results, the effect of incongruence with negative emotion was demonstrated, but an incongruent effect by arousal could not be demonstrated. In conclusion, in our study, we tried to determine the impact of one method to convey a story dramatically and have an effect on memory. These effects are influenced by the subjects' perceived emotions (valence and arousal).

Analysis of auditory temporal processing in within- and cross-channel gap detection thresholds for low-frequency pure tones (저주파수 순음에 대한 within- 및 cross-channel gap detectin thresholds를 이용한 auditory temporal processing 특성 연구)

  • Koo, Sungmin;Lim, Dukhwan
    • The Journal of the Acoustical Society of Korea
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    • v.41 no.1
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    • pp.58-63
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    • 2022
  • This study was conducted to examine the characteristics of pitch perception and temporal resolution through Within-/Cross-Channel Gap Detection Thresholds (WC/CC GDTs) using low-frequency pure tones (such as 264 Hz, 373 Hz and 528 Hz related to C4, C4#, and C5 musical tones. 40 young people and 20 elderly people with normal hearing participated in this study. The results of WC GDTs were approximately 2 ms ~ 4 ms threshold values regardless of frequencies in two groups. There was no statistically significant difference in WC GDTs between groups. In both groups, CC GDTs were larger than WC GDTs, and as the frequency difference increased, the CC GDTs also increased. In particular, in the comparison between groups of CC GDTs, the results of the elderly group were 8 times ~ 10 times larger than that of the young group, and there was a statistically significant difference between the groups. These data also showed a different trend of GDTs in comparison with the previous data obtained from musical stimuli.This study suggests that GDTs may influence pitch perception mechanisms and can be used as psychoacoustic evidence for nonlinear responses of auditory nervous system.

Non-Pharmacological Interventions for Behavioral and Psychological Symptoms of Neurocognitive Disorder (신경인지장애의 정신행동증상에 대한 비약물학적 개입)

  • Hyun Kim;Kang Joon Lee
    • Korean Journal of Psychosomatic Medicine
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    • v.31 no.1
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    • pp.1-9
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    • 2023
  • Patients with neurocognitive disorder show behavioral psychological symptoms such as agitation, aggression, depression, and wandering, as well as cognitive decline, which puts a considerable burden on patients and their families. For the treatment of behavioral psychological symptoms, patient-centered, non-pharmacological treatment should be used as a first line approach. This paper describes non-pharmacological interventions to manage and treat behavioral psychological symptoms in patients with neurocognitive disorder. In order to control behavioral psychological symptoms such as agitation, depression, apathy, insomnia, and wandering, it is important to identify and evaluate factors such as environmental changes and drugs, and then solve such problems. Non-pharmacological interventions include reassurance, encourage, distraction, and environmental change. It is necessary to understand behavior from a patient's point of view and to approach the patient's needs and abilities appropriately. Reminiscence therapy, music therapy, aroma therapy, multisensory stimulation therapy, exercise therapy, light therapy, massage therapy, cognitive intervention therapy, and pet therapy are used as non-pharmacological interventions, and these approaches are known to improve symptoms such as depression, apathy, agitation, aggression, anxiety, wandering, and insomnia. However, the quality of the evidence base for non-pharmacological approaches is generally lower than for pharmacological treatments. Therefore, more extensive and accurate effectiveness verification studies are needed in the future.

The Research on Online Game Hedonic Experience - Focusing on Moderate Effect of Perceived Complexity - (온라인 게임에서의 쾌락적 경험에 관한 연구 - 지각된 복잡성의 조절효과를 중심으로 -)

  • Lee, Jong-Ho;Jung, Yun-Hee
    • Journal of Global Scholars of Marketing Science
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    • v.18 no.2
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    • pp.147-187
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    • 2008
  • Online game researchers focus on the flow and factors influencing flow. Flow is conceptualized as an optimal experience state and useful explaining game experience in online. Many game studies focused on the customer loyalty and flow in playing online game, In showing specific game experience, however, it doesn't examine multidimensional experience process. Flow is not construct which show absorbing process, but construct which show absorbing result. Hence, Flow is not adequate to examine multidimensional experience of games. Online game is included in hedonic consumption. Hedonic consumption is a relatively new field of study in consumer research and it explores the consumption experience as a experiential view(Hirschman and Holbrook 1982). Hedonic consumption explores the consumption experience not as an information processing event but from a phenomenological of experiential view, which is a primarily subjective state. It includes various playful leisure activities, sensory pleasures, daydreams, esthetic enjoyment, and emotional responses. In online game experience, therefore, it is right to access through a experiential view of hedonic consumption. The objective of this paper was to make up for lacks in our understanding of online game experience by developing a framework for better insight into the hedonic experience of online game. We developed this framework by integrating and extending existing research in marketing, online game and hedonic responses. We then discussed several expectations for this framework. We concluded by discussing the results of this study, providing general recommendation and directions for future research. In hedonic response research, Lacher's research(1994)and Jongho lee and Yunhee Jung' research (2005;2006) has served as a fundamental starting point of our research. A common element in this extended research is the repeated identification of the four hedonic responses: sensory response, imaginal response, emotional response, analytic response. The validity of these four constructs finds in research of music(Lacher 1994) and movie(Jongho lee and Yunhee Jung' research 2005;2006). But, previous research on hedonic response didn't show that constructs of hedonic response have cause-effect relation. Also, although hedonic response enable to different by stimulus properties. effects of stimulus properties is not showed. To fill this gap, while largely based on Lacher(1994)' research and Jongho Lee and Yunhee Jung(2005, 2006)' research, we made several important adaptation with the primary goal of bringing the model into online game and compensating lacks of previous research. We maintained the same construct proposed by Lacher et al.(1994), with four constructs of hedonic response:sensory response, imaginal response, emotional response, analytical response. In this study, the sensory response is typified by some physical movement(Yingling 1962), the imaginal response is typified by images, memories, or situations that game evokes(Myers 1914), and the emotional response represents the feelings one experiences when playing game, such as pleasure, arousal, dominance, finally, the analytical response is that game player engaged in cognition seeking while playing game(Myers 1912). However, this paper has several important differences. We attempted to suggest multi-dimensional experience process in online game and cause-effect relation among hedonic responses. Also, We investigated moderate effects of perceived complexity. Previous studies about hedonic responses didn't show influences of stimulus properties. According to Berlyne's theory(1960, 1974) of aesthetic response, perceived complexity is a important construct because it effects pleasure. Pleasure in response to an object will increase with increased complexity, to an optimal level. After that, with increased complexity, pleasure begins with a linearly increasing line for complexity. Therefore, We expected this perceived complexity will influence hedonic response in game experience. We discussed the rationale for these suggested changes, the assumptions of the resulting framework, and developed some expectations based on its application in Online game context. In the first stage of methodology, questions were developed to measure the constructs. We constructed a survey measuring our theoretical constructs based on a combination of sources, including Yingling(1962), Hargreaves(1962), Lacher (1994), Jongho Lee and Yunhee Jung(2005, 2006), Mehrabian and Russell(1974), Pucely et al(1987). Based on comments received in the pretest, we made several revisions to arrive at our final survey. We investigated the proposed framework through a convenience sample, where participation in a self-report survey was solicited from various respondents having different knowledges. All respondents participated to different degrees, in these habitually practiced activities and received no compensation for their participation. Questionnaires were distributed to graduates and we used 381 completed questionnaires to analysis. The sample consisted of more men(n=225) than women(n=156). In measure, the study used multi-item scales based previous study. We analyze the data using structural equation modeling(LISREL-VIII; Joreskog and Sorbom 1993). First, we used the entire sample(n=381) to refine the measures and test their convergent and discriminant validity. The evidence from both the factor analysis and the analysis of reliability provides support that the scales exhibit internal consistency and construct validity. Second, we test the hypothesized structural model. And, we divided the sample into two different complexity group and analyze the hypothesized structural model of each group. The analysis suggest that hedonic response plays different roles from hypothesized in our study. The results indicate that hedonic response-sensory response, imaginal response, emotional response, analytical response- are related positively to respondents' level of game satisfaction. And game satisfaction is related to higher levels of game loyalty. Additionally, we found that perceived complexity is important to online game experience. Our results suggest that importance of each hedonic response different by perceived game complexity. Understanding the role of perceived complexity in hedonic response enables to have a better understanding of underlying mechanisms at game experience. If game has high complexity, analytical response become important response. So game producers or marketers have to consider more cognitive stimulus. Controversy, if game has low complexity, sensorial response respectively become important. Finally, we discussed several limitations of our study and suggested directions for future research. we concluded with a discussion of managerial implications. Our study provides managers with a basis for game strategies.

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