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The Influence of Tangible Clues of Raw-fish Restaurants on Consumers' Emotional Responses & Repurchasing Behavior in East-northern Area of Kangwon-Province (강원도 영동권 지역 생선회 전문점의 유형적 근거가 고객의 감정반응과 재구매 행동에 미치는 영향)

  • Yoon, Tae-Hwan
    • Korean journal of food and cookery science
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    • v.29 no.5
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    • pp.533-541
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    • 2013
  • The purpose of this article was to study the influence of tangible clues of raw-fish restaurants on consumers' emotional responses and repurchasing behavior in eastern area of Kangwon-province. In this study frequency analysis, reliability analysis, factor analysis and path analysis(SEM) were applied to analyze the data. Through path analysis tangible clues' performances had generally significant influences upon consumers' emotional responses to buy products of raw-fish restaurants. According to the results, exterior facility had positive influence on pleasure(p<0.001) and arousal(p<0.01). Interior facility had positive influence on pleasure(p<0.001) and arousal(p<0.001), but negative on dominance(p<0.01). And the others had positive influence on pleasure(p<0.05). Press copy had positive influence on pleasure(p<0.001) and arousal(p<0.001). And Pleasure and arousal had positive influence on repurchasing behavior(p<0.001). But Dominance didn't have significant influence on repurchasing behavior. As a result, we studied that the tangible clues was an effective marketing tactic to maintain and increase consumers' positive emotional reponses to repurchase at restaurants. Therefore it is finally needed that dining-out corporations manage tangible clues in a customer-maintaining without additional costs, and especially to use mixing tangible clues each other in some suitable condition.

The Effects of Racing Game's Realistic Input Device and Point-of-View on Arousal, Valence, Identification and Engagement (레이싱게임 입력기의 사실성과 시점의 효과: 각성, 유인가, 동일시, 관여도를 중심으로)

  • Kim, Ock-Tae
    • Journal of Korea Game Society
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    • v.11 no.6
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    • pp.201-212
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    • 2011
  • This study examines the potentials of realistic controller and point-of-view to affect users' arousal, valence, identification and engagement. While media researchers have advocated the role of realistic controller and point-of-view as a possible contributor to psychological reactions of playing video game, this claim is based on a relatively small number of empirical studies. Collegiate subjects took part in an experimental investigation manipulation the level of controller realism(gamepad vs. steering wheel) and point-of-view(first person vs. third person). Results of the study showed the influence of controller realism and point-of-view on arousal, identification and engagement, and the implication of the findings are discussed.

Development of an Automatic Expert System for Human Sensibility Evaluation based on Physiological Signal (생리신호를 기반으로 한 자동 감성 평가 전문가 시스템의 개발)

  • Jeong, Sun-Cheol;Lee, Bong-Su;Min, Byeong-Chan
    • Journal of the Ergonomics Society of Korea
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    • v.23 no.1
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    • pp.1-12
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    • 2004
  • The purpose of this study was to develop an automatic expert system for the evaluation of human sensibility, where human sensibility can be inferred from objective physiological signals. The study aim was also to develop an algorithm in which human arousal and pleasant level can be judged by using measured physiological signals. Fuzzy theory was applied for mathematical handling of the ambiguity related to evaluation of human sensibility. and the degree of belonging to a certain sensibility dimension was quantified by membership function through which the sensibility evaluation was able to be done. Determining membership function was achieved using results from a physiological signal database of arousal/relaxation and pleasant/unpleasant that was generated from imagination. To induce one final result (arousal and pleasant level) based on measuring the results of more than 2 physiological signals and the membership function of each physiological signal. Dempster-Shafer's rule of combination in evidence was applied, through which the final arousal and pleasant level was inferred.

Fuzzy Emotion Model for Affective Computing Agents (감성 에이전트를 위한 퍼지 정서 모델)

  • Yoon, Hyun Joong;Chung, Seong Youb
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.37 no.4
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    • pp.1-11
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    • 2014
  • This paper addresses the emotion computing model for software affective agents. In this paper, emotion is represented in valence-arousal-dominance dimensions instead of discrete categorical representation approach. Firstly, a novel emotion model architecture for affective agents is proposed based on Scherer's componential theories of human emotion, which is one of the well-known emotion models in psychological area. Then a fuzzy logic is applied to determine emotional statuses in the emotion model architecture, i.e., the first valence and arousal, the second valence and arousal, and dominance. The proposed methods are implemented and tested by applying them in a virtual training system for children's neurobehavioral disorders.

Store's Visual Sensory Cues, Emotion, and Reusage Intention

  • Choi, Nak-Hwan;Zhang, Jia-Ling;Chen, Chang
    • Journal of Distribution Science
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    • v.16 no.2
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    • pp.35-45
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    • 2018
  • Purpose - This research aimed at exploring the mediation roles of the arousal and pleasure in the effects of the congruity between visual sensory cues of a retail store and consumers' self-image on the intent to reuse the store. Research design, data, and methodology - The data from 278 Chinese consumers who answered the questionnaire online were analyzed by using structural equation model of Amos 21.0 program to verify the hypotheses. Results - Store's visual sensory cues congruent with consumers' self-image directly affected the intention to reuse the store, and had positive impacts on both their arousal and pleasure states. The consumers' pleasure positively influenced on their intention, but their arousal did not influence on the intention. Consumers' pleasure played mediation roles in the effect of the congruity on the intention to reuse the store. Conclusions - Retail store marketers should pay attention to visual sensory cues to match the cues to consumers' self-image, when designing their store settings. When developing the cues, to help consumers feel pleasure which in turn, induces loyalty to their store, the marketers should develop the atmosphere setting in the respects of the congruity between the visual sensory cues and the self image.

The Effects of Emotions Elicited by Images in SNS on Online Behaviors (SNS 상 이미지에 대한 감정이 온라인 행위에 미치는 영향)

  • Kim, Jee-Sun;Kang, Hyunjeong
    • The Journal of Information Systems
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    • v.28 no.4
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    • pp.199-221
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    • 2019
  • Purpose The research investigated on what motivates the consumers to use the SNS, what qualities of images are preferred and how the pleasure and arousal derived from looking at the images have moderating effects on sharing images, following accounts, clicking profile links of accounts and accessing the link on profiles to purchase products. Design A survey was conducted by using actual images published on the Instagram profiles of an online shopping mall. Findings As a result, their emotional responses such as pleasure or arousal on the four of behavioral intentions changed the impact of SNS use motivation on the behavioral intentions. When one felt pleasure, the behavioral intentions of sharing activities and clicking links is further triggered.

The Effect of Affective Valence, Perceived Self-Relevance, and Visual Attention on Attitudes toward PSA's Issues: Moderated Mediation of Digital EEG Arousal (공익캠페인의 정서성, 자아관련성, 시각적 주의가 캠페인 태도에 미치는 영향: 디지털 뇌파(EEG) 기반 각성의 조절된 매개효과)

  • Yang, Byung-hwa;Jo, A-young
    • Journal of Digital Convergence
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    • v.15 no.3
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    • pp.107-117
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    • 2017
  • This study examined the conditional indirect effect of EEG (electroencephalogram) arousal on the relationship among affective valence, visual attention, perceived self-relevance, and attitudes toward campaign issues in the context of public service announcements (PSAs). Using SPSS macro (No. 14) of conditional process model, the findings in this current study indicated that the perceived self-relevance mediates the relationship between affective valence of PSA and attitudes toward issues and, in turn, is moderated by EEG arousal, indicating goodness-of-fit of the moderated mediation of psychophysiological arousal on PSAs. The results suggested that management of PSAs should be considered the strategic combination between affective valence and perceived self-relevance in advertising appeals.

Relationship Between Skin Impedance Signal, Reaction time, and Eye Blink Depending on Arousal Level (각성상태에 따른 피부임피던스 신호와 반응시간 및 눈 잡학임의 상관관계(E))

  • 고한우;김연호
    • Journal of Biomedical Engineering Research
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    • v.18 no.4
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    • pp.485-491
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    • 1997
  • This paper describes the relationship between skin impedance signal, behavioral signal, and subjective evaluation depending on arousal level. Nz and reaction time had similar trend with mKSS level, but eyeblink rate was different from these two parameters. eye-blink rate increased slowly from mKSS level 1 to 5, and had high increasing rate at mKSS 7. But it showed steep descent at mKSS level 9. Each subject showed different eye-blink rates, but changing rates of EBR was similar at eachm KSS level. Therefore it suggests that rising rate of EBR can be used arousal level criterion. From the result of reaction time test. human performance was decreased rapidly above the mKSS level 5, and false positive and false negative data was observed above the mKSS level 3. It is desirable to give a subject some stimuli such as sound or aroma to rise arousal level between mKSS level 3 and mKSS level 5.

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Relationship between biosignal, raction time, and eye blink depending on arousal level (I) (각성상태에 따른 생리신호와 반응시간 및 눈깜박임의 상관관계 (I))

  • Ko, H.W.;Kim, Y.H.
    • Proceedings of the KOSOMBE Conference
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    • v.1997 no.05
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    • pp.426-429
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    • 1997
  • This paper describes the relationship among physiological, behavioral signal, and subjective evaluation depending on arousal level. Nz and reaction time hall similar pattern with KSS level, but eyeblink rate was different from these two parameters. Eyeblink rate increased slowly from KSS level 1 to 5, and had high increasing rate at KSS 7. But it showed steep descent at KSS level 9. From the result of reaction time test, since human performance was decreased rapidly above the KSS level 5, it is desirable to give a subject some stimulus such as sound or aroma to rise arousal level above the KSS level 3.

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Analysis of Galvanic Skin Response Signal for High-Arousal Negative Emotion Using Discrete Wavelet Transform (이산 웨이브렛 변환을 이용한 고각성 부정 감성의 GSR 신호 분석)

  • Lim, Hyun-Jun;Yoo, Sun-Kook;Jang, Won Seuk
    • Science of Emotion and Sensibility
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    • v.20 no.3
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    • pp.13-22
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    • 2017
  • Emotion has a direct influence such as decision-making, perception, etc. and plays an important role in human life. For the convenient and accurate recognition of high-arousal negative emotion, the purpose of this paper is to design an algorithm for analysis using the bio-signal. In this study, after two emotional induction using the 'normal' / 'fear' emotion types of videos, we measured the Galvanic Skin Response (GSR) signal which is the simple of bio-signals. Then, by decomposing Tonic component and Phasic component in the measured GSR and decomposing Skin Conductance Very Slow Response (SCVSR) and Skin Conductance Slow Response (SCSR) in the Phasic component associated with emotional stimulation, extracting the major features of the components for an accurate analysis, we used a discrete wavelet transform with excellent time-frequency localization characteristics, not the method used previously. The extracted features are maximum value of Phasic component, amplitude of Phasic component, zero crossing rate of SCVSR and zero crossing rate of SCSR for distinguishing high-arousal negative emotion. As results, the case of high-arousal negative emotion exhibited higher value than the case of low-arousal normal emotion in all 4 of the features, and the more significant difference between the two emotion was found statistically than the previous analysis method. Accordingly, the results of this study indicate that the GSR may be a useful indicator for a high-arousal negative emotion measurement and contribute to the development of the emotional real-time rating system using the GSR.