• 제목/요약/키워드: Galvanic Skin Response

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Relationship between Stress Level and Reworks for Construction Professionals

  • Chae, Jeonghyeun;Kang, Youngcheol
    • International conference on construction engineering and project management
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    • The 8th International Conference on Construction Engineering and Project Management
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    • pp.169-178
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    • 2020
  • This paper presents a study investigating the relationship between stress level and reworks for construction professionals. As employees' work-life balance (WLB) becomes more important nowadays, controlling the level of stress in the workplace becomes more important as occupational stress has negative impacts on WLB. Reworks can be one severe occupational stressor as people suffer from stress when they need to redo their works. This study hypothesizes that there is a positive correlation between reworks and level of stress, meaning that people tend to show high level of stress when they need to redo their works. The hypothesis will be tested by checking the stress level when engineers redo their works because of changes or errors. An electroencephalography (EEG) sensor will be used to measure the stress level of engineers when they redo their works. For more accurate measure of stress, the stress level will also be measured by the galvanic skin response (GSR). This experiment is expected to prove that rework process is a severe stressor for construction professionals, which will contribute to lower productivity and poorer WLB. The finding will emphasize the importance of managing reworks in the construction industry, which will eventually help construction managers to control the level of employees' stress successfully.

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Affective interaction to emotion expressive VR agents (가상현실 에이전트와의 감성적 상호작용 기법)

  • Choi, Ahyoung
    • Journal of the Korea Computer Graphics Society
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    • 제22권5호
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    • pp.37-47
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    • 2016
  • This study evaluate user feedback such as physiological response and facial expression when subjects play a social decision making game with interactive virtual agent partners. In the social decision making game, subjects will invest some of money or credit in one of projects. Their partners (virtual agents) will also invest in one of the projects. They will interact with different kinds of virtual agents which behave reciprocated or unreciprocated behavior while expressing socially affective facial expression. The total money or credit which the subject earns is contingent on partner's choice. From this study, I observed that subject's appraisal of interaction with cooperative/uncooperative (or friendly/unfriendly) virtual agents in an investment game result in increased autonomic and somatic response, and that these responses were observed by physiological signal and facial expression in real time. For assessing user feedback, Photoplethysmography (PPG) sensor, Galvanic skin response (GSR) sensor while capturing front facial image of the subject from web camera were used. After all trials, subjects asked to answer to questions associated with evaluation how much these interaction with virtual agents affect to their appraisals.

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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    • 제21권4호
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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.

Feature Selecting Algorithm Development Based on Physiological Signals for Negative Emotion Recognition (부정감성 인식을 위한 생체신호 기반의 특징 선택 알고리즘 개발)

  • Lee, JeeEun;Yoo, Sun K.
    • Journal of the Korea Academia-Industrial cooperation Society
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    • 제14권8호
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    • pp.3925-3932
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    • 2013
  • Emotion is closely related to the life of human, so has effect on many parts such as concentration, learning ability, etc. and makes to have different behavior patterns. The purpose of this paper is to extract important features based on physiological signals to recognize negative emotion. In this paper, after acquisition of electrocardiography(ECG), electroencephalography(EEG), skin temperature(SKT) and galvanic skin response(GSR) measurements based on physiological signals, we designed an accurate and fast algorithm using combination of linear discriminant analysis(LDA) and genetic algorithm(GA), then we selected important features. As a result, the accuracy of the algorithm is up to 96.4% and selected features are Mean, root mean square successive difference(RMSSD), NN intervals differing more than 50ms(NN50) of heart rate variability(HRV), ${\sigma}$ and ${\alpha}$ frequency power of EEG from frontal region, ${\alpha}$, ${\beta}$, and ${\gamma}$ frequency power of EEG from central region, and mean and standard deviation of SKT. Therefore, the features play an important role to recognize negative emotion.

Evaluations on Driver's Sensibility Changes by Sudden Start and Sudden Stop Conditions in Driving Simulator (자동차 시뮬레이터에서의 급출발 및 급제동에 따른 운전자 감성 평가)

  • 전효정;민병찬;성은정;김철중
    • Science of Emotion and Sensibility
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    • 제5권4호
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    • pp.51-57
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    • 2002
  • The purpose of the study was to measure and compare driver's psychophysiological responses in different driving conditions through driving simulator. Twelve male adults(more than 1 year of driving experience) were assigned to four different driving conditions, such as normal speed(70㎞/h), sudden start(0㎞/h→70㎞/h), and sudden stop(70㎞/h→0㎞/h), and their simulator sickness, subjective pleasantness and arousal, EEG, ECG, skin temperature, and GSR were measured. Subjective and physiological evaluations were executed before and after driving in each condition. The results showed that subjective pleasantness and arousal increased in sudden stop and sudden start conditions, relative to stop and normal speed conditions. As the central nervous responses, beta wave increased and alpha wave decreased in sudden stop and sudden start conditions, relative to stop and normal speed conditions. With regard to the autonomic responses, heart rate and GSR increased, while skin temperature decreased in sudden stop and sudden start conditions, which means an activation of sympathetic nervous system. The results suggested that based upon observation of the distinctive psychophysiological changes by driving conditions, it is possible to evaluate the human sensibility in dynamic environment.

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Effect of Driver's Cognitive Distraction on Driver's Physiological State and Driving Performance

  • Kim, Jun-Hoe;Lee, Woon-Sung
    • Journal of the Ergonomics Society of Korea
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    • 제31권2호
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    • pp.371-377
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    • 2012
  • Objective: The aim of this study is to investigate effect of driver's cognitive distraction on driver's physiological state and driving performance, and then to determine parameters appropriate for detecting the cognitive distraction. Background: Driver distraction is a major cause of traffic accidents and poses a serious threat to traffic safety due to ever increasing use of in-vehicle information systems and mobile phones during driving. Cognitive distraction, among four different types of distractions, prevents a driver from processing traffic information correctly and adapting to change in surround vehicle behavior in time. However, the cognitive distraction is more difficult to detect because it normally does not involve significant change in driver behavior. Method: A full-scale driving simulator was used to create virtual driving environment and situations. Participants in the experiment drove the driving simulator in three different conditions: attentive driving with no secondary task, driving and conducting secondary task of adding numbers, and driving and conducting secondary task of conversing with an experimenter. Parameters related with driver's physiological state and driving performance were measured and analyzed for their change. Results: The experiment results show that driver's cognitive distraction, induced by secondary task of addition and conversation during driving, increased driver's cognitive workload, and indeed brought change in driver's physiological state and degraded driving performance. Conclusion: The galvanic skin response, pupil size, steering reversal rate, and driver reaction time are shown to be statistically significant for detecting cognitive distraction. The appropriate combination of these parameters will be used to detect the cognitive distraction and estimate risk of traffic accidents in real-time for a driver distraction warning system.

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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    • 제16권6호
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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.

Preliminary Study on the Relationship between Self-Induced Mental Imagery and GSR - Comparison among Mental Imageries Inducing Pleasantness or Unpleasantness and Mental Arithmetic (심상자극과 GSR의 관계에 대한 예비연구 - 쾌.불쾌를 유발하는 심상자극과 암산과제에 대한 SCL 반응비교)

  • 이봉건;정인원;김재진;신철진
    • Science of Emotion and Sensibility
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    • 제5권2호
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    • pp.11-22
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    • 2002
  • This study investigated the effects of mild mental imagery inducing pleasantness or unpleasantness and cognitive mental arithmetic task on skin conductance level. Subjects were f undergraduates(male 5, female 4). They were given the list of the words and asked to write down the liked objects and the disliked ones freely associated with these words. Among these objects the most-liked one and the most disliked one were selected as the self-induced mental imageries. Data-collection procedures were as follows ; first baseline, pleasant imagery, 2nd baseline, unpleasant imagery, finally 3rd baseline, and mental arithmetic task subtracting continuously 7 from the number 500. During these trials, the SCLs were recorded every 10 seconds. The results indicated that there were nonsignificant differences between the 3 trial-baselines ot each condition. This suggested that unlike the procedures used in the previous studies, our procedures would give the stability of the baseline level necessary for the comparison of the effects of several stimuli. Also, the level of skin conductance in mental arithmetic condition was significantly higher than that of the emotional mental imagery. This suggested the possibility that mental arithmetic task would gave rise to the higher physiological arousal in comparison to mental imageries. Overall, it was suggested that the procedures and the stimulus presentation methods used in this preliminary study could be useful for the data-collection techniques for The future study. Implications for the future study were presented.

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Comparison of Human Sensibility in Driving Simulator and Roller-Coaster Simulator (자동차 시뮬레이터와 롤러코스터 시뮬레이터 주행에 따른 감성 비교)

  • 민병찬;전효정;강인형;성은정;김철중;윤석준
    • Science of Emotion and Sensibility
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    • 제6권3호
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    • pp.13-20
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    • 2003
  • In an experimental study, we assessed human sensibility in terms of psychophysiological response according to change of speeds (40, 70, 100km/h) in a driving simulator and application of motion fitters (washout filter, non-washout later) in a roller coaster simulator. For the driving and roller coaster simulators, a group of 12 healthy men in their twenties and a group of 8 healthy men in their twenties, respectively, participated. Participants each completed a simulator sickness questionnaire (SSQ), a subjective assessment of sensations of pleasantness, tension, and arousal, and perception of speed. Physiological signals were measured by 1/f fluctuation of EEG (electroencephalogram), ECG (electrocardiogram), and GSR (galvanic skin response). These were measured pre-to-post under the experimental conditions for each simulator. Subjective pleasantness, tension, arousal, and perception of speed and physiological responses indicating a feeling of pleasantness by 1/f fluctuation were higher for the roller coaster simulator than those measured for low speed driving in the driving simulator. The mean frequency of alpha band (8-l3㎐) in EEG increased with exposure to the driving simulator relative to that for the roller coaster simulator. Heart rate variability and GSR were significantly changed between pre- and post- under each condition in the driving and roller coaster simulators. The data suggest that subjective sensibility was elevated according to gain of speed and variety of simulator motion, and physiological responses were activated with increased speed.

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Cold Pressor Response to Seasonal Variation in Winter and Summer (국소한냉자극이 전신 및 국소혈액순환에 미치는 영향 -제 2 보 : 동계 및 하계의 계절변화에 따른 한냉반응-)

  • Park, Won-Gyun;Chae, E-Up
    • The Korean Journal of Physiology
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    • 제17권2호
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    • pp.93-101
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    • 1983
  • A possibility whether the appearance of adaptation to cold climate during winter could occur or not in Taegu area was evaluated by comparing the data obtained in winter with that obtained by the same method in summer. Circulatory response was induced by the immersion of one hand in the cold water. The systemic and local responses in the blood circulation from the immersed hand and the unimmersed opposite hand were observed simultaneously. In addition Galvanic skin resistance(GSR) that is influenced by the activity of autonomic nervous system and the vascular tonicity was recorded. The experiment was performed by examining sixty healthy college students in winter and fifty in summer, whose mean age was 21.0, mean weight $60.6{\pm}0.90\;kg(male)$ and $48.3{\pm}0.98\;kg(female)$. The cold stimulus was applied by immersing the left hand into the cold water of $5^{\circ}C$ for 3 minutes, and the response was observed on immersed left hand and unimmersed right hand simultaneously. The observation was made through determining mean blood pressure, heart rate, amplitude of photoelectric capillary pulse (APCP) and GSR. The results obtained are as follows: The mean blood pressure was elevated during the cold stimulation. The increase of blood pressure in summer was more remarkable than in winter. At the recovery period the blood pressure was decreased to the control level in winter but the decrease below the control level was observed in summer. The increase of heart rate in summer was more remarkable than in winter during the cold stimulation. At the recovery period heart rate in both winter and summer was decreased below the control level. During the cold stimulation the APCP was decreased on both hands in winter. However it was more prominent on left hand indicating additional direct cold effect on immersed hand. In summer, the decrease of APCP during immersion was less remarkable than that in winter, but the regain of APCP was faster than that in winter at the recovery period. And the prompt increase of APCP over the control level has been obtained at the 3 minutes of the recovery period. The GSR was remarkably increased on immersed hand but slightly decreased on unimmersed opposite hand during the cold stimulation. Thus the finding on immersed hand indicates that the local direct effect of cold water is more prominent than the systemic effect, where as the finding on unimmersed hand indicates that the circulatory response to painful stress elicited by the cold stimulation is more prominent than cold temperature itself. In summary, it seems that the systemic circulatory response to the local cold stimulation of the one hand is arised more from the secondary elicited pain sensation and less from the low water temperature. On the contrary to the report of Kim et $al^{39)}$, the adaptation phenomena in blood pressure to the relatively mild cold climate in winter was not observed in this study. The difference of circulatory response observed in this study between winter and summer may be due to the difference of the magnitude of subjective sensation of the cold water stimulation by the seasonal changes in air temperature.

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