• Title/Summary/Keyword: Arousal Level

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Effect of Sexual Contents on Presence, Arousal, and Sexual Attitude in 3D TV (3D TV 시청환경에서 선정적 영상이 실재감과 각성, 성적 태도에 미치는 영향)

  • Kim, Hyo Sun;Kwon, Ji Young;Lee, Sangmin;Han, Kwanghee
    • The Journal of the Korea Contents Association
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    • v.13 no.2
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    • pp.198-210
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    • 2013
  • This study investigates the detrimental effect of watching sexual content in three-dimensional (3D) moving pictures. An increasing amount of investment is put especially in 3D adult content to boost their 3D media industries. It is crucial that the effect of sexual contents on viewers be identified. In this experiment, a between-subject design was employed to analyze various effect of sexual content on participants whether they viewed the same stimuli in 3D or in 2D. In particular, the presence scaling was used to evaluate how real the video clip is. In addition, the permissiveness toward sexual behaviors and the level of sexual arousal were measured to examine the different effect of sexual content by dividing two separate groups in 2D and 3D condition. The result shows that those who watched a 3D video clip perceived higher sense of presence compared to those who watched a 2D video clip. Furthermore, subjects in 3D condition reported lower scores of permissive attitude toward sexual behaviors. This confirms that 3D display delivers more visual experience and has an impact on people in terms of perceiving sexual contents and changing their attitudes towards sexual behaviors.

A Viewer Preference Model Based on Physiological Feedback (CogTV를 위한 생체신호기반 시청자 선호도 모델)

  • Park, Tae-Suh;Kim, Byoung-Hee;Zhang, Byoung-Tak
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.3
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    • pp.316-322
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    • 2014
  • A movie recommendation system is proposed to learn a preference model of a viewer by using multimodal features of a video content and their evoked implicit responses of the viewer in synchronized manner. In this system, facial expression, body posture, and physiological signals are measured to estimate the affective states of the viewer, in accordance with the stimuli consisting of low-level and affective features from video, audio, and text streams. Experimental results show that it is possible to predict arousal response, which is measured by electrodermal activity, of a viewer from auditory and text features in a video stimuli, for estimating interestingness on the video.

The Effect of Cold Air Stimulation on Electroencephalogram and Electrocardiogram during the Driver's Drowsiness (운전자 졸음시 냉풍 자극이 뇌파 및 심전도 반응에 미치는 영향)

  • Kim, Minsoo;Kim, Donggyu;Park, Jongil;Kum, Jongsoo
    • Korean Journal of Air-Conditioning and Refrigeration Engineering
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    • v.29 no.3
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    • pp.134-141
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    • 2017
  • The purpose of this study was to analyze physiological changes via a cold air reaction experiment to generate basic data that are useful for the development of an automobile active air conditioning system to prevent drowsiness. The $CO_2$ concentration causing drowsiness in vehicle operation was kept below a certain level. Air was blown to the driver's face by using an indoor air cooling apparatus. Sleepiness and the arousal state of the driver in cold wind were measured by physiological signals. It was evident in the EEG that alpha waves decreased and beta waves increased, caused by cold air stimulation. The ${\alpha}/{\beta}$ ratio was reduced by about 52.9% and an alert state confirmed. In the electrocardiogram analysis, the efficiency of cold air stimulation was confirmed by the mean heart rate interval change. The R-R interval had a delay time of about one minute compared to the EEG response. The findings confirmed an arousal effect from sleepiness due to cold air stimulation.

Narcolepsy Variant Presented with Difficult Waking (각성장애로 발현한 기면증의 변종)

  • Lee, Hyang-Woon;Hong, Seung-Bong
    • Sleep Medicine and Psychophysiology
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    • v.7 no.2
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    • pp.115-119
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    • 2000
  • Objectives Summary: A 20-year-old man was presented with a history of difficult waking for 10 years. He suffered from morning headache, chronic fatigue and mild daytime sleepiness but had no history of irresistible sleep attack, cataplexy, hypnagogic hallucination or sleep paralysis. Methods: Night polysomnography (PSG), multiple sleep latency test (MSLT) and HLA-typing were carried out. Results: The PSG showed short sleep latency (4.0 min) and REM latency (2.5 min), increased arousal index (15.7/hour), periodic limb movements during sleep (PLMS index=8.1/hr) with movement arousal index 2.1/hr and normal sleep efficiency (97.5%). The MSLT revealed normal sleep latency (15 min 21 sec) and 4 times sleep-onset REM (SOREM). HLA-typing showed DQ6- positive, that corresponded at the genomic level to the subregion DQB1*0601, which was different from the usual locus in narcolepsy patients (DQB1*0602 and DQA1*0102). Conclusion: Differential diagnosis should be made with circadian rhythm disorder and other causes of primary waking disorder. The possibility of a variant type of narcolepsy could be suggested with an unusual clinical manifestation and a new genetic marker.

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Effects of Low-Level Visual Attributes on Threat Detection: Testing the Snake Detection Theory (저수준 시각적 특질이 위협 탐지에 미치는 효과: 뱀 탐지 이론의 검증)

  • Kim, Taehoon;Kwon, Dasom;Yi, Do-Joon
    • Science of Emotion and Sensibility
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    • v.23 no.3
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    • pp.47-62
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    • 2020
  • The snake detection theory posits that, due to competition with snakes, the primate visual system has been evolved to detect camouflaged snakes. Specifically, one of its hypotheses states that the subcortical visual pathway mainly consisting of koniocellular cells enables humans to automatically detect the threat of snakes without consuming mental resources. Here we tested the hypothesis by comparing human participants' responses to snakes with those to fearful faces and flowers. Participants viewed either original images or converted ones, which lacked the differences in color, luminance, contrast, and spatial frequency energies between categories. While participants in Experiment 1 produced valence and arousal ratings to each image, those in Experiment 2 detected target images in the breaking continuous flash suppression (bCFS) paradigm. As a result, visual factors influenced the responses to snakes most strongly. After minimizing visual differences, snakes were rated as being less negative and less arousing, and detected more slowly from suppression. In contrast, the images of the other categories were less affected by image conversion. In particular, fearful faces were rated as greater threats and detected more quickly than other categories. In addition, for snakes, changes in arousal ratings and those in bCFS response times were negatively correlated: Those snake images, the arousal ratings of which decreased, produced increased detection latency. These findings suggest that the influence of snakes on human responses to threat is limited relative to fearful faces, and that detection responses in bCFS share common processing mechanisms with conscious ratings. In conclusion, the current study calls into question the assumption that snake detection in humans is a product of unconscious subcortical visual processing.

Analysis of Association between Mood of Music and Folksonomy Tag (음악의 분위기와 폭소노미 태그의 관계 분석)

  • Moon, Chang Bae;Kim, HyunSoo;Jang, Young-Wan;Kim, Byeong Man
    • Science of Emotion and Sensibility
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    • v.16 no.1
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    • pp.53-64
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    • 2013
  • Folksonomies have potential problems caused by synonyms, tagging level, neologisms and so forth when retrieving music by tags. These problems can be tackled by introducing the mood intensity (Arousal and Valence value) of music as its internal tag. That is, if moods of music pieces and their mood tags are all represented internally by numeric values, A (Arousal) value and V (Valence) value, and they are retrieved by these values, then music pieces having similar mood with the mood tag of a query can be retrieved based on the similarity of their AV values though their tags are not exactly matched with the query. As a prerequisite study, in this paper, we propose the mapping table defining the relation between AV values and folksonomy tags. For analysis of the association between AV values and tags, ANOVA tests are performed on the test data collected from the well known music retrieval site last.fm. The results show that the P values for A values and V values are 0.0, which means the null hypotheses could be rejected and the alternative hypotheses could be adopted. Consequently, it is verified that the distribution of AV values depends on folksonomy tags.

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Multimedia Contents Recommendation Method using Mood Vector in Social Networks (소셜네트워크에서 분위기 벡터를 이용한 멀티미디어 콘텐츠 추천 방법)

  • Moon, Chang Bae;Lee, Jong Yeol;Kim, Byeong Man
    • Journal of Korea Society of Industrial Information Systems
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    • v.24 no.6
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    • pp.11-24
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    • 2019
  • The tendency of buyers of web information is changing from the cost-effectiveness to the cost-satisfaction. There is such tendency in the recommendation of multimedia contents, some of which are folksonomy-based recommendation services using mood. However, there is a problem that they does not consider synonyms. In order to solve this problem, some studies have solved the problem by defining 12 moods of Thayer model as AV values (Arousal and Valence), but the recommendation performance is lower than that of a keyword-based method at the recall level 0.1. In this paper, we propose a method based on using mood vector of multimedia contents. The method can solve the synonym problem while maintaining the same performance as the keyword-based method even at the recall level 0.1. Also, for performance analysis, we compare the proposed method with an existing method based on AV value and a keyword-based method. The result shows that the proposed method outperform the existing methods.

The Roles of Money's Pride and Surprise Tag on the Use of Money

  • Liu, Cong;Choi, Nak Hwan
    • Asia Marketing Journal
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    • v.17 no.3
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    • pp.1-31
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    • 2015
  • The present research examined the interesting but less attended effects of pride- and surprise-tagged money on consumers' spending decisions. Focusing on the unexpected money received in their daily life, we explored recipient's judgments and responses toward pride-tagged money versus surprise-tagged, and identified differences in types of recipient's consumption and spending behaviors between the pride- tagged money and the surprise-tagged money. Consumers tend to use the money associated with pride (vs. surprise) to reward their invested effort; as a result, they were more likely to buy a personal gift. Moreover, in the context of self-gift, consumers with pride-tagged money have showed a bigger positive difference between the intent to buy individual self-expressive products and the intent to buy social self-expressive products than those with surprise-tagged money. And the receipt of pride-tagged money activates motivation to express one's individual self. Consumers who have received a sum of extra money tend to add the money into the current spendable income account and broaden the array of product category. And consumers with high arousal level of surprise triggered by receiving a sum of unpredictable money because of good luck show a smaller difference between the intent to buy individual self-expressive product and the intent to buy social self-expressive product than those with low level arousal in pride. Therefore, marketers should advertise their products in the respects of individual self-expression when their customers have pride-tagged money, and should advertise their products in the respects of social self-identity when they have surprise-tagged money by winning a large sum of unpredicted money like lottery winning.

The Impact of Cognitive Load Factors and Arousal Levels of Galvanic Skin Response on Task Performance in Computer Based Learning (컴퓨터 기반 학습에서 인지부하 요인과 GSR의 각성수준이 과제수행에 미치는 영향)

  • Ryu, Jee-Heon
    • Science of Emotion and Sensibility
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    • v.12 no.3
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    • pp.279-288
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    • 2009
  • The purpose of this study was to verify the impact of cognitive factors and GSR on the task performance. For this study 64 students participated. Multiple regression and repeated measures were applied to analyze the data. The result for the survey indicated that previous knowledge, physical efforts, and task difficulty had significant impacts on task performance. Particularly, task difficulty has a negative impact. This can be interpreted as someone who has high prior knowledge inputs higher physical efforts with low task difficulty perception will show high performance. On the other hand, the low arousal level of GSR in the evaluation stage is a prediction variable of task performance. This result shows that high prior knowledge and low arousal level of GSR produces high performance. However, the analysis of difference in GSR between learning and evaluation stages does not show significant difference. It suggests that physiological measure such as GSR is reliable index of cognitive load; however, it partially represents cognitive load. Other crucial factors should be added for comprehensive measures.

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Analysis of Users' Emotions on Lighting Effect of Artificial Intelligence Devices (인공지능 디바이스의 조명효과에 대한 사용자의 감정 평가 분석)

  • Hyeon, Yuna;Pan, Young-hwan;Yoo, Hoon-Sik
    • Science of Emotion and Sensibility
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    • v.22 no.3
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    • pp.35-46
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    • 2019
  • Artificial intelligence (AI) technology has been evolving to recognize and learn the languages, voice tones, and facial expressions of users so that they can respond to users' emotions in various contexts. Many AI-based services of particular importance in communications with users provide emotional interaction. However, research on nonverbal interaction as a means of expressing emotion in the AI system is still insufficient. We studied the effect of lighting on users' emotional interaction with an AI device, focusing on color and flickering motion. The AI device used in this study expresses emotions with six colors of light (red, yellow, green, blue, purple, and white) and with a three-level flickering effect (high, middle, and low velocity). We studied the responses of 50 men and women in their 20s and 30s to the emotions expressed by the light colors and flickering effects of the AI device. We found that each light color represented an emotion that was largely similar to the user's emotional image shown in a previous color-sensibility study. The rate of flickering of the lights produced changes in emotional arousal and balance. The change in arousal patterns produced similar intensities of all colors. On the other hand, changes in balance patterns were somewhat related to the emotional image in the previous color-sensibility study, but the colors were different. As AI systems and devices are becoming more diverse, our findings are expected to contribute to designing the users emotional with AI devices through lighting.