• Title/Summary/Keyword: attentional engagement

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Different mechanism of visual attention in anxious and non-anxious population (부정자극 지각에 관련된 불안인과 정상인의 공간주의 비교연구)

  • Choi, Moon-Gee;Koo, Min-Mo;Park, Kun-Woo;Nam, Ki-Chun
    • Korean Journal of Cognitive Science
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    • v.20 no.1
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    • pp.51-77
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    • 2009
  • Using a modified Posner's cue-target paradigm, we investigated whether negative cues attract more attention than neutral cues in anxious people. Previous studies used commonly an unbalanced proportion of valid and invalid trials(75% vs. 25% respectively). But in the present study, an equivalent proportion of valid and invalids trials was used for measuring detection speed of cues without participant's expectancy caused by the unbalanced proportion. Emotional words(Experiment 1) and facial expressions(Experiment 2) were used as cues for target locations. The result of Experiment 1 and 2 showed that threatening cues facilitated target detection in valid trials and interfered with it in invalid trials in anxious participants and a, reverse response patterns were found in non-anxious participants. This indicates that threatening cues attract more attention to the cued location in anxious people and in contrast, non-anxious people avoid threatening stimuli. In Experiment 3, we investigated the difference of validity effect across anxiety levels. The results showed that anxious participants gave less attention to cued location when the cues were non-informative whereas non-anxious participants gave more attention to cued locations in the same condition. We discussed two kinds of cognitive bias caused by anxiety levels: attentional bias and proportion related bias.

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The Impact of Gesture and Facial Expression on Learning Comprehension and Persona Effect of Pedagogical Agent (학습용 에이전트의 제스처와 얼굴표정이 학습이해도 및 의인화 효과에 미치는 영향)

  • Ryu, Jeeheon;Yu, Jeehee
    • Science of Emotion and Sensibility
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    • v.16 no.3
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    • pp.281-292
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    • 2013
  • The purpose of this study was to identify the effect of gesture and facial expression on persona effects. Fifty-six college students were recruited for this study, and non-verbal communication skills were applied to a pedagogical agent with gesture (conversational vs. deictic) and facial expression. The conversational gesture may have relationship with social interaction hypothesis of pedagogical agent while the deictic gesture may have relationship with attentional guidance hypothesis. The facial expression can be assumed to facilitate the social interaction between the pedagogical agent and learners. Interestingly, the conversational gesture group showed a tendency of outperforming the deictic gesture group. It may imply that the social interaction theory has a strong impact on cognitive support as well as social interaction for learners. There was a significant interaction effect on the engagement when both of facial expression and conversational gesture were applied. This result has two implications. First, facial expression can facilitate the persona effect for engagement.

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Analysis of mediating effects of presence, emotional attachment, and focus of attention for augmented reality immersion - In the case of augmented reality game Pokémon Go users (증강현실 몰입에 대한 현존감 및 정서적 애착과 주의집중의 매개효과 연구 - 증강현실 게임 포켓몬 고 이용자를 사례로)

  • Han, Yoon Jung
    • Journal of the HCI Society of Korea
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    • v.12 no.4
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    • pp.27-35
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    • 2017
  • This study aims to investigate the influence of engagement of augmented reality game on immersion. The relationship between engagement and flow was examined through the mediating effects of emotional attachment and focus of attention on presence and the mediating effects of presence on flow. In order to verify the research hypothesis, online questionnaire was conducted with the consent of $Pok\acute{e}mon$ Go game user group. The questionnaire items were translated from the Augmented Reality Immersion Questionnaire. A total of 200 questionnaires were collected and used for analysis. Using the SPSS 23.0 program and the Mplus 7.0 program, the reliability of the scale was confirmed through the Cronbach's coefficient and the causal relationship and the mediating effects were verified by path analysis. As a result, there was no direct causal relationship between engagement and flow. However, causal relationship was evident when emotional attachment and focus of attention were mediated in the process of engagement in augmented reality game. In conclusion, systematic explanations of participant's emotional attachment and attentional state as a main factor in the process of participating in the augmented reality game involvement, reveal the elements to be noticed by the augmented reality game.

Clinical Convergence Study on Attention Processing of Individuals with Social Anxiety Tendency : Focusing on Positive Stimulation in Emotional Context (사회불안성향자의 주의 과정에 관한 임상 융합 연구 : 정서맥락에서 긍정 자극을 중심으로)

  • Park, Ji-Yoon;Yoon, Hyae-Young
    • Journal of the Korea Convergence Society
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    • v.9 no.3
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    • pp.79-90
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    • 2018
  • The purpose of this study was to investigate the difference of individuals with social anxiety tendency and normal people according to existence of emotional context in attention processing for positive facial stimulation. To do this, we investigated attentional processing for positive face stimuli in a condition without/with emotional context. SADS and CES-D were administered to 800 undergraduate students in D city and the social anxiety group (SA, n=24) and the normal control group (NC, n=24) were selected. In order to measure the two factors of attention process (attention engagement and attention disengagement), first gaze direction and first gaze time were measured through eye-movement tracking. The results show that the SA group exhibited faster attention disengagement from positive face stimuli compared to the NC group in the condition without context. But, when the positive context presented with positive face stimuli, there is no difference between SA and NC. This result suggests that the positive background affects emotional processing of social anxiety disorder.

The Level of Fatigue and Motor Performance During Drum Playing Depending on Co-Presence of Singing Tasks in Patients With Chronic Stroke (전자 드럼 연주 시 노래부르기 유무에 따른 만성 뇌졸중 환자의 피로도 및 운동 수행력 비교)

  • Kim, Hyun Ji
    • Journal of Music and Human Behavior
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    • v.14 no.2
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    • pp.71-90
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    • 2017
  • The purpose of this study was to compare immediate differences in fatigue and motor performance during instrumental playing in patients with chronic stroke depending on whether singing task was concurrently presented. A total of 12 patients with chronic stroke were recruited from community and daycare centers for older adults in Seoul. Six subjects were randomly assigned to the experimental group and six to the comparison group. The experimental group was asked to sing while playing the electronic drum, and the comparison group only played the drum. The results of this study showed that statistically significant differences in perceived fatigue and exertion were found between the two groups, while no significant group differences were found in level of engagement in playing or force of tapping during drum playing. This study supports the inclusion of a singing task in instrument playing rehabilitation to effectively decrease perceived fatigue and level of intensity of exercises, although this may not lead to immediate changes in motor function or level of target exercises. The results indicate that singing while instrument playing may help stroke patients shift their attention from the executed motor movements to singing and alleviate the attentional and emotional load from intense movements. This study presents implications for how to select and pattern target movements in music therapy intervention for better motor outcomes.