• Title/Summary/Keyword: GSR(Galvanic Skin Response)

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A Study on the Use of an Application of Polygraph (거짓말 탐지기 어플리케이션의 활용방안에 관한 연구)

  • Kang, Ye-Seul;Kim, Kwang-Hoon;Kim, Se-Rom;Min, Cho-Rong;Choi, Jae-Sung
    • Proceedings of the Korea Information Processing Society Conference
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    • 2016.10a
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    • pp.878-879
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    • 2016
  • 본 논문에서는 기존의 고비용-고정형 거짓말탐지기의 단점을 극복하기 위하여 거짓말 시 발생되는 인체의 생리적 변화를 측정하기 위한 GSR (Galvanic Skin Response) 센서와 스트레스수치 알고리즘을 활용하여 스마트폰 기반 어플리케이션을 개발 및 그 활용방안을 제안한다. 사용자에게 부착하여 사용자의 생체 피부를 통해 외적자극 또는 심적 흥분/동요 상태에 의한 활동전위 발생 정도를 측정하고 이를 스트레스 지수로 변환할 수 있는 방법을 제시한다. 또한, 사용성 및 저비용성을 보장하기 위하여, 제안하는 거짓말 탐기기능을 스마트폰 어플리케이션화 하였다.

GSR, HRV and EEG Analysis of Stress caused by Horror Image and Noise Stimulation (공포영상 및 소음자극에 의한 스트레스의 전기피부반응, 심박변이도 및 뇌파 해석)

  • Kim, Min Soo;Cho, Young Chang
    • Journal of IKEEE
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    • v.21 no.4
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    • pp.381-387
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    • 2017
  • Stress at work has become a serious problem affecting many people of different professions, life situations, and age groups. Stress management should start far before the stress start causing illnesses. In this study, studies were conducted to evaluate stress by measuring the Galvanic skin Response(GRS), Electrocardiograph(ECG), and Electroencephalogram(EEG) generated during images and noise stimuli. The GRS amplitude showed that the stress situation was 27.9 % higher than the baseline. And after the stimulus period, the response time of baseline was longer than 71.6 % than the stress situation. The stress response characteristics of the HRV showed that the rate of change in RMSSD was 16.4 %, and the rate of change of the HF Power was 29.7 %. EEG showed that the frequency band was gradually changed to the ${\theta}$ wave band during stress stimulation. We will be able to utilize image stimuli and noise stimuli as an objective indicator of stress and correlation.

Developing Affective Computing Game with Player's Bio-Signal (사용자의 생체 신호를 이용한 감성 컴퓨팅 게임 개발)

  • Lee, Chung-Hyeon;Kim, Dong-Gyun;Kim, Hye-Young;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.16 no.6
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    • pp.91-100
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    • 2016
  • In this research, Affective computing game has been developed which reacts with a player's bio-signals. A modified computer mouse will be used to collect bio-signals by GSR, FSR, and infrared thermometer. This modified computer mouse collect human bio-signals in non-intrusive way. The collected data is complementary reflected in 3 level of tension of a player. The player's tension affects on the game and the reaction for NPC will be followed. Then this leads to plot changes individually. To let diverse NPC reaction and interactive story telling, Live 2d and Inkle Script have been used. This research can be alternative method on the game development using Affective computing.

A study on AR(Augmented Reality) game platform design using multimodal interaction (멀티모달 인터렉션을 이용한 증강현실 게임 플랫폼 설계에 관한 연구)

  • Kim, Chi-Jung;Hwang, Min-Cheol;Park, Gang-Ryeong;Kim, Jong-Hwa;Lee, Ui-Cheol;U, Jin-Cheol;Kim, Yong-U;Kim, Ji-Hye;Jeong, Yong-Mu
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.11a
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    • pp.87-90
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    • 2009
  • 본 연구는 HMD(Head Mounted Display), 적외선 카메라, 웹 카메라, 데이터 글러브, 그리고 생리신호 측정 센서를 이용한 증강현실 게임 플랫폼 설계를 목적으로 하고 있다. HMD 는 사용자의 머리의 움직임을 파악하고, 사용자에게 가상 물체를 디스플레이화면에 제공한다. 적외선 카메라는 HMD 하단에 부착하여 사용자의 시선을 추적한다. 웹 카메라는 HMD 상단에 부착하여 전방 영상을 취득 후, 현실영상을 HMD 디스플레이를 통하여 사용자에게 제공한다. 데이터 글러브는 사용자의 손동작을 파악한다. 자율신경계반응은 GSR(Galvanic Skin Response), PPG(PhotoPlethysmoGraphy), 그리고 SKT(SKin Temperature) 센서로 측정한다. 측정된 피부전기반응, 맥파, 그리고 피부온도는 실시간 데이터분석을 통하여 집중 정도를 파악하게 된다. 사용자의 머리 움직임, 시선, 그리고 손동작은 직관적 인터랙션에 사용되고, 집중 정도는 직관적 인터랙션과 결합하여 사용자의 의도파악에 사용된다. 따라서, 본 연구는 멀티모달 인터랙션을 이용하여 직관적 인터랙션 구현과 집중력 분석을 통하여 사용자의 의도를 파악할 수 있는 새로운 증강현실 게임 플랫폼을 설계하였다.

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Correlation between Real-Time and Off-Time Subjective Assessments and Physiological Responses for Visual Picture Stimulus (시각자극에 대한 실시간 및 비 실시간 주관적 평가와 생리반응과의 상관관계)

  • Jeong, Sun-Cheol;Min, Byeong-Chan;Min, Byeong-Un;Kim, Sang-Gyun;O, Ji-Yeong;Kim, Yu-Na;Kim, Cheol-Jung;Park, Se-Jin
    • Journal of the Ergonomics Society of Korea
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    • v.18 no.3
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    • pp.27-39
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    • 1999
  • The purpose of this study was to approve the capability of human sensibility evaluation based on physiological responses and real-time subjective assessments. Three well-trained healthy human subjects were participated in the experiments. We measured physiological responses such as Heart Rate Variability(HRV), Galvanic Skin Response(GSR) and skin temperature under rest and visual stimulation conditions, respectively. Off-time subjective assessments were recorded before and after visual stimulations. Real-time subjective assessments were recorded during visual stimulations. The results of physiological responses and off-time and real-time subjective assessments were quantified and compared. The results showed that the correlation between physiological responses and real-time subjective assessments was high (83%) for both the positive and negative visual stimulation. The correlation between the physiological responses and off-time subjective assessments was high (83%) for the negative visual stimulation but was low (15%) for the positive visual stimulation. Although the current observation is preliminary and requires more careful experimental study, it appears that the correlation between real-time subjective assessment and physiological responses is higher than that of the off-time subjective assessment and physiological responses.

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A study on the autonomic nervous system reaction by three arousal modes (3단계 각성 모드에 따른 자율신경계 반응 변화에 대한 연구)

  • Kim, Chi-Jung;Hwang, Min-Cheol;Kim, Jong-Hwa;U, Jin-Cheol;Kim, Yong-U;Kim, Ji-Hye
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.153-156
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    • 2009
  • 본 연구는 3 단계 각성 모드에 따른 자율신경계 반응 모델 구현에 대한 연구이다. 정신생리학(Psycho-Physiology)에서의 각성 시스템 모델은 Boucein(1992, 2006)에 의해 제안되었다. 각성 시스템 1 은 편도체(amygdala)활동과 관계한, 무의식수준에서 주의를 집중시키는 역할을 한다. 각성 시스템 2 는 해마(hippocampus)활동과 관계한, 인지적 각성 단계로서 상황-반응(situation-reaction) 대한 연결을 담당하는 역할을 한다. 각성 시스템 3 은 기저핵(basal ganglia)활동과 관계한, 몸운동(somatomotor)활동과 관계된 뇌 영역의 준비를 활성화시킨다. 각성 시스템은 상황의 변화나 특정 자극이 일어나면, 그에 해당하는 각성 모드에 의해 자율신경계(automatic nervous system)반응이 발생한다. 따라서, 자율신경계반응의 분석을 통하여 각성 시스템의 단계를 평가할 수 있다. 본 연구는 자율신경계반응 중 GSR(galvanic skin Response)과 SKT(skin temperature)분석을 통하여 3단계 각성 모드인 직관적, 인지적, 행동적 모드를 평가하는 연구이다.

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Emotion Recognition by Hidden Markov Model at Driving Simulation (자동차 운행 시뮬레이션에서 Hidden Markov Model을 이용한 운전자 감성인식)

  • Park H.H.;Song S.H.;Ji Y.K.;Huh K.S.;Cho D.I.;Park J.H.
    • Proceedings of the Korean Society of Precision Engineering Conference
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    • 2005.06a
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    • pp.1958-1962
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    • 2005
  • A driver's emotion is a very important factor of safe driving. This paper classified a driver's emotion into 3 major emotions, can be occur when driving a car: Surprise, Joy, Tired. And It evaluated the classifier using Hidden Markov Models, which have observation sequence as bio-signals. It used the 2-D emotional plane to classfiy a human's general emotion state. The 2-D emotional plane has 2 axes of pleasure-displeasure and arsual-relaxztion. The used bio-signals are Galvanic Skin Response(GSR) and Heart Rate Variability(HRV), which are easy to acquire and reliable. We classified several moving pictures into 3 major emotions to evaluate our HMM system. As a result of driving simulations for each emotional situations, we can get recognition rates of 67% for surprise, 58% for joy and 52% for tired.

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Development of a Driving Simulator for Telematics Human-Machine Interface Studies (텔레매틱스 HMI 연구를 위한 드라이빙 시뮬레이터의 개발)

  • Koo, Tae-Yun;Kim, Bae-Young;Shin, Hee-Jong;Son, Young-Tak;Suh, Myung-Won
    • Transactions of the Korean Society of Automotive Engineers
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    • v.17 no.4
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    • pp.16-23
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    • 2009
  • Driving simulators are useful tools not only to test the components of future cars but also to evaluate the telematics service and HMI (Human-Machine Interface). However driving simulators cannot be implemented to test and evaluate the telematics service system because the GPS (Global Positioning System) which contains basic functional support for the telematics module do not work in the VR (virtual reality) environment. This paper presents a method to implement telematics service to a driving simulator by developing the GPS simulator which is able to emulate GPS satellite signals consist of NMEA-0183 protocol and RS232C communication standards. It is expected that the driving simulator with the GPS simulator can be used to study HMI and human-factor evaluations of the commercial telematics system to realize the HiLES (Human-in-the-Loop Evaluation System).

The Impact of Landscape Type on Urban Office Workers' Stress and Cognitive Performance - Comparison between Natural and Urban Landscape - (경관유형이 도시사무직 근로자의 스트레스와 인지수행에 미치는 영향 -자연경관과 도시경관과의 비교를 중심으로-)

  • Yi Young-Kyoung;Yi Pyong-In
    • Journal of the Korean Institute of Landscape Architecture
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    • v.33 no.6 s.113
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    • pp.1-11
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    • 2006
  • The purpose of this study was to investigate the influence of natural landscapes in the context of work environments. The study examined the impact of natural landscapes on urban office workers' stress reduction and cognitive performance, using physiological, psychological, and cognitive measures. One-hundred-twenty urban office workers participated in the experiments. The physiological measures used were GSR (galvanic skin response) and IBI (interbeat interval), and the psychological measure was ZIPERS (Zucherman Inventory of Personal Reactions). Cognitive performance was measured using a mental arithmetic test that had been developed by a pretest. The results from the physiological, psychological, and cognitive measures converged to indicate that the natural landscape had more beneficial effects in relieving both psychological and physiological stress and in enhancing cognitive performance of the of office workers than the city landscape. The results suggest wide applications in the fields of workers' well-being and landscape research. First, the results can provide reliable information for promoting natural landscaping in work places in order to relieve worker stress and enhance cognitive performance. Second, the results provide an example for future empirical landscape research using multiple measurements, such as psychological, physiological, and cognitive tests. Third, they can foster experimental research to investigate the relationship between stress reduction and natural landscapes.

Effects of Topical Anesthetic Cream on Pain at Venipuncture in Children (정맥 천자 시 국소마취크림 도포가 아동의 통증에 미치는 효과)

  • Kim, Yunsoo;Park, Ho Ran
    • Child Health Nursing Research
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    • v.20 no.3
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    • pp.142-148
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    • 2014
  • Purpose: This study was done to evaluate the effectiveness of EMLA cream on pain related to venipuncture among children. Methods: In this study, 48 children were evaluated using a sequential measurement for level of pain by Skin Conductance Level (SCL) based on Galvanic Skin Response (GSR), heart rate, and the Visual Analogue Scale (VAS) at four times. Results: The maximum and mean of the SCL were each significantly different between the experimental and control groups and furthermore, the two were also significantly different among observed times. In addition there was a significant interaction between group and time. The children's perceived pain using VAS was not significantly different between the experimental and control groups. There was no significant difference in the heart rate between the experimental and control groups; however, the interaction between group and time was significant. Conclusion: In conclusion, applying topical anesthetic cream to the venipuncture site to reduce pain was effective among the children and therefore it is highly recommended that topical anesthetic cream be applied at the venipuncture site as a nursing intervention to reduce pain when a child has to undergo a venipuncture.