• Title/Summary/Keyword: Perception Emotion

Search Result 337, Processing Time 0.024 seconds

A Study on Mitigation of Psychological Instability of Soldiers by Direct Exposure to the SMR Wave (감각운동 리듬(SMR파)파 직접노출에 의한 심리적 불안상태 해소에 관한 연구)

  • Kim, Kyoung-Lae;Kim, Koo-Bum;Cho, Seok-Su;Park, Jung Soon;Kim, Hyung Jun;Yeo, Sun Gu;Min, Byeong Chan
    • Science of Emotion and Sensibility
    • /
    • v.22 no.3
    • /
    • pp.103-108
    • /
    • 2019
  • Although the Korean Armistice Agreement resulted in complete cessation of the hostilities of the Korean War, it also initiated a rule that obligates Korean men to compulsorily participate in military service. However, psychological factors such as anxiety, stress, and negative perception among the young participants joining the military lead to inefficiency in training and performance. Several types of media production companies have been tasked to deal with this problem. However, their tools have not adequately addressed the root causes of the psychological distress. Stress rates are still high among the youth. This paper offers a method of reducing anxiety and psychological stress among those joining the military. It also aims to help improve concentration and cope with the pessimism of military life. The study measured the increase in concentration as well as the changing rate of anxiety and psychological stress in the participants of two experimental groups. A significant result with t = 2.487, p = 0.042, and 95% confidence levels was revealed by analyzing the data pertaining to the experimental group that was directly exposed to the sensorimotor rhythm (SMR) wave implying that this brain wave alleviated feelings of anxiety and psychological stress. The method proposed in this paper can thus be applied to mitigate stress in soldiers and help them with their personal and military lives. Further interdisciplinary experiments examining the associations between the electrocardiogram and electroencephalogram are required.

Influence of Oxygen Rate on Driver Fatigue During Simulated Driving (차량 시뮬레이터에서 산소농도에 따른 운전 피로감의 평가)

  • 성은정;민병찬;전효정;김승철;김철중
    • Science of Emotion and Sensibility
    • /
    • v.5 no.1
    • /
    • pp.71-78
    • /
    • 2002
  • Driving involves a series of complicated precesses requiring various human capacities, such as perception, will decision, and athletic functions. Consequently, it induces a high degree of continuous concentration of mind and tension from external stimulation, bringing fatigue to the driver, and driver fatigue is counted as one of the major causes of traffic accidents. Nevertheless, because of the complicated urban lives, traffic congestion, job characteristics, and so on, the drivers have to spend a longer time inside a vehicle, and the fatigue and stress thereof is almost unavoidable. We haute, therefore, turned our attention to the reduction in the fatigue during driving by supplying oxygen, and investigated in this research the drivers subjective fatigue evaluations and reaction time when oxygen is supplied in different rates. As a result, we have found that the subjective fatigue feeling is highest at low-rate O/Sub 2/ supply (18%), and fatigue feeling was comparatively reduced at high-rate O/Sub 2/ (30%). The sleepiness also showed the tendency to be reduced at high-rate O/Sub 2/ supply in the case of driving for 1 hour or more. The time for reaction to braking after the sign for urgent stop is given tends to show more substantial reduction at high-rate O/Sub 2/ supply than at low-rate O/Sub 2/ supply after 2 hours driving. It can, therefore, be deduced from the aforesaid results that the subjective responses and behavioral reactions tend to show reduced fatigue at the condition of high-rate O/Sub 2/ supply. Hence, it was suggested that drivers felt subjective fatigue while driving at low-rate O/Sub 2/ and the subjective fatigue and reaction time were reduced at high-rate O/Sub 2/. These findings suggest that the oxygen supply will reduce driver fatigue.

  • PDF

User Responses to the Formats and Product Properties of Contents Advertised on Facebook (페이스북 광고 콘텐츠 포맷과 제품 속성에 대한 사용자 반응)

  • Su-Jin, Woo;Yu-Jin, Kim
    • Science of Emotion and Sensibility
    • /
    • v.19 no.1
    • /
    • pp.111-126
    • /
    • 2016
  • As the marketing value of Facebook advertisements increases, companies seek to create successful Facebook advertisements in order to promote their brands or products. This research aims to identify Facebook advertising factors that influence users' eye movements and attention, and thereby to investigate effective visual elements of Facebook advertising contents. Firstly, we identified two contributing factors influencing users' responses to Facebook advertisements: the formats of advertising contents(Text, Text in Image, and Movie) and the product properties(Involvement, Think/Feel). Based on theoretical reviews, eye tracking tests and surveys were conducted in order to examine how these two factors affect users' responses on Facebook, i.e. visual perception and users' purchasing responses. It was found that there were distinctive patterns of users' visual perceptions and purchasing behavioral responses according to the formats of the advertised contents. Meanwhile, the advertised products' properties influenced only the users' purchasing responses. Finally, the key findings of this research offer helpful guidelines for providers and developers to create effective SNS advertisements.

Effects of Gender, Age and Affective Dimensions on Facial Attractiveness (성별, 연령, 감성차원이 얼굴매력에 미치는 영향)

  • Cho, Kyung Ja;Jung, Woo Hyun;Lee, Seung Bok;Ku, Yea Shil
    • Science of Emotion and Sensibility
    • /
    • v.19 no.1
    • /
    • pp.21-30
    • /
    • 2016
  • The aim of this study was to find whether the perception of facial attractiveness is influenced by gender, age and kinds of affective dimensions(sharp/soft, babyish/mature). In the study the participants (48 elementary school students, 44 middle school students, 39 university students comprised of 60 males and 71 females) were shown the photos of sixty female faces and asked to grade each face on a nine point scale in three different dimensions (sharp/soft, babyish/mature, attractive/unattractive). Results using Multi-level analysis, faces that were babyish and soft were perceived as more attractive regardless of gender and age. But differences were found in the strength of facial attractiveness by gender and age. Two groups (elementary school students and middle school students) perceived the same photos of female faces to be less attractive than the university students. Also, male participants perceived the faces to be less attractive than female participants. Moreover the study showed a significant difference between university students and elementary school students in relation to the sharp/soft dimension and this dimension was more influential on elementary school students than university students. These results further suggest that if a face looks babyish and soft, then the face will be perceived as attractive regardless of gender or age. However, the degree of facial attractiveness perceived depends on the participant's gender and age.

Height perception of large airplane pilots during landing flare (대형 비행기 조종사의 착륙 조작 시의 높이지각)

  • Kim, Yong-Seok;Sohn, Young-Woo;Park, Soo-Ae;Kim, Chil-Young
    • Science of Emotion and Sensibility
    • /
    • v.10 no.4
    • /
    • pp.539-554
    • /
    • 2007
  • Pilots of large airplanes have to land their airplanes with insufficient visual information because of high approach speed, high vertical velocity and high location or altitude of the cockpits from the runway intending to touch down. This study verifies that, due to the insufficient information, large airplane pilots can't exactly perceive height of their airplanes during the flare. Study 1 explored whether it's possible for the pilots to accurately perceive height with the static visual cues only. We showed them pictures of the runway taken from the pilot's pionts of view and asked them to assess the height of the airplanes. They determined exact height of the airplanes at the height of 85 feet, but they could not, at lower than 55 feet which is the flare preparation altitude. Study 2 explored whether it's possible for the pilots to accurately perceive height when dynamic cues were added to the static visual cues. We showed them videos of the runway taken from the pilot's pionts of view. With more cues they determined exact height of the airplanes at the height of 50 feet, but they could not, at the altitude of lower than 30 feet which is the flare altitude. As experience is believed to be a major factor which affects interpretation of the visual cues, we compared the accuracy of the assessment of the experienced captions and that of the in-experienced first officers. We found there was no significant difference between them.

  • PDF

The Relationship of Nearly White Background Colors and Readability of Tablet PC (Tablet PC에서 Nearly White 배경색과 가독성의 관계)

  • Yun, Bo-Ram;Park, YungKyung
    • Science of Emotion and Sensibility
    • /
    • v.17 no.2
    • /
    • pp.35-44
    • /
    • 2014
  • The purpose of this paper is to investigate the readability of Nearly White background color in display environment. To perform the experiment, warmup experiment was carried out to for cognitive of whiteness using a Tablet PC. The experiment environment was by a indoor window seat under a mixture of fluorescent light and sunlight. The result of previous test was that the most whiteness perception was a color white a medium wavelength and followed by the short wavelength. The main experiment was to find readability, color combination and visual strains using 4 nearly whites background colors (Reddish, Greenish, Blueish, Yellowish) and one white background color, also text color is limited on black. As a result, readability and color combination had the highest score against a Greenish white background. Visual strain is also the lowest against a Greenish background. On the contrary, readability and color combination preference has the lowest score against the Reddish background. Visual strain is also the highest against a Reddish background. We propose the background color, which improves readability and reduces visual strain in visual display terminals environment through the research results.

Feedback Phenomenon in Technology Art (예술 공학의 피드백)

  • Kim Hyung-Gi
    • Science of Emotion and Sensibility
    • /
    • v.8 no.4
    • /
    • pp.423-433
    • /
    • 2005
  • The computer hardware development has provided many chances of emergence between art and technology. In many cases today's interactive artworks cannot be completed without audience's participation. The interactive production process with technical supplementation can be celled feedback. Mr. Nam Jun Paik showed 'Participant TV' that interacts with audience's response in real time. It means artwork changes with the constantly changing value from the data set from human visual perception. Dan Graham showed another feedback related work, which delays 5second playback in mirror that implies consequence of time. Today's media art has to sublimate coincidence, time ant audience into philosophical artwork through consonance that comes with video and sound as we can see from Bill Viola. Stelarc produced artworks. That use input data that is weak signals from brain, muscles. Through a terminal display with player, body expanded meaning of media. Jeffrey Shaw's 'Legible City' provided a fabrication of the reality with the interaction of bicycle's pedal speed and steering direction that is controlled by 4river. RE:MARK used microphone as input device as Edmond Couchot's 'Je same a la vent' and Nam Jun Paik's 'Participant TV' did. There is no communication without feedback between human being. The reality makes audience involved into artworks. That is the reason why feedback has to be natural. Through the feedback process, the originality of the idea is altered by audience. The feedback is not just part of flesh of artwork rather skeleton of it. Technological showoff cannot be art itself The perfection of technological application plan helps feedback that interacts with audience naturally in order that audience hoes not feel the feedback as artificial plan. Interactive media art has to be evolved into new media form with new integration feedback technology.

  • PDF

The Effect of Background Music on Impulsive Decision Making: When People are Exposed to Luxury Items (명품과 배경음악이 충동적 의사결정에 미치는 영향)

  • Jang, Seongjin;Han, Kwanghee
    • Science of Emotion and Sensibility
    • /
    • v.20 no.1
    • /
    • pp.83-94
    • /
    • 2017
  • In this study, we figured out that music modes and item types could affect people's urged decision making through a k-value which results from a delay discounting's hyperbolic function. Generally, high k-value is related to impulsive decision making. Concretely, there was a significant interaction between items and music. For the luxury item, the k-value was higher while listening to major music than minor. However, for the non-luxury item condition the k-value difference was not significant between two pieces of music. Moreover, we expected mood could be manipulated after listening to the music and mediate a difference of tendency. We used first movement as an allegro and second as an andante of Mozart piano concerto No.5 D-major and No.20 D-minor for stimuli. As a result, mode and tempo's main effects were not significant. Nevertheless, there was a significant two-way interaction. To put it concretely, the k-value of major condition was marginally higher than minor condition on allegro. However, the k-value of major condition was significantly lower than minor condition on andante. Also, depressed degree difference was significant but it was not significant as a mediator. Set depressed degree as a predict variable and future time span as a mediator, further research found future time perception partially mediated the effect that depressed degree affects impulsivity.

A Study Using an Eye-tracker and Cafe Images to Ascertain the Association between the Perception of Spatial Depth and the Customer's Intention to Visit (깊이감과 머물고 싶은 공간의 관계: 시선추적기를 이용한 카페를 중심으로 한 연구)

  • Cho, Ji Young;Kwak, Eun-Ju
    • Science of Emotion and Sensibility
    • /
    • v.22 no.4
    • /
    • pp.3-14
    • /
    • 2019
  • The café has become an important representative "third place" where people study and rest. Hence, it is worthwhile for researchers to understand the needs of individual users as well as the requirements of people who visit such venues in groups. The identification of strategies that can help achieve larger, wider, higher, or deeper interior spaces in small and compact locations can generate benefits for both users and designers. In this study, where 56 interior design students participated, we used an eye-tracker and images of cafes to explore the relationships between spatial depth and the intention to visit a cafe space. The researchers digitally developed fifteen different conditions of space and measured the eye movements of the participants using an eye-tracker when they examined images that appeared to convey the most depth. Participants were also asked to imagine the proposed space images as cafes and to select one of the 15 images as the location that they would be most likely to visit individually and one that they would frequent in the company of other people. The research results revealed that certain ways of using interior design elements altered the participants' perceptions of spatial depth without any change being effected to the actual volume or the size of the space. The participants tended to perceive a space with a small decorative artwork on a dark toned wall with unconnected furniture as deeper than a space with no or large artwork on a light toned wall with contiguous furniture. Spatial depth was a more important consideration for an individual visit than for a group visit. The results of this exploratory study will help scholarly understanding of the role played by spatial depth in customer intentions to visit a cafe.

Differences in Visual Sensibility Evaluation of Basic Color Fashion Materials in Person and on Digital Screens (실물과 디지털 화면에서 베이직 컬러 패션 소재의 시각적 감각 평가 차이)

  • Kim, JinYoung;Park, YungKyung
    • Science of Emotion and Sensibility
    • /
    • v.23 no.4
    • /
    • pp.21-32
    • /
    • 2020
  • The perception of a fashion product may vary depending on the texture and color of its material. Additionally, the product may appear differently in person versus on a digital screen. Therefore, in the present study, we sought to investigate the differences in visual sensibility evaluation between materials in person and on digital screens. In this study, three pairs of visual sensibility adjectives were tested for 60 samples selected as fashion materials. Fashion materials were divided into colors, embossings, and visual clarity categories. Results showed that each color had the same sense during in-person and digital evaluation. In terms of visual sensibility according to embossing, both in-person and digital evaluations of materials with embossings were found to have the same visual sense, whereas those without embossings looked different between in-person and digital evaluations. Assessments based on visual classification showed that both in-person and digital evaluations had the same sensibility. This study is meaningful in suggesting that when evaluating the visual sense of fashion material, the sensation for the digital screen versus in person may be different in some cases.