• Title/Summary/Keyword: emotional arousal

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Effect of movie audience's degree of attention on experience of presence, emotional touch, memory (영화 관객의 주목도가 프레즌스, 감동, 기억에 미치는 영향)

  • Park, Dug-Chun
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.413-419
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    • 2017
  • This experimental research explores the effect of low attention of movie audience on the experience of presence, the degree of emotional touch, and memory about movie contents, because of indiscreet use of smart phone. This study measured and analyzed the experience frequency of presence, degree of emotional touch and recognition memory about movie contents by self report survey, after showing 2 subject groups consisting of 83 University students, one with not manipulated attention, the other with manipulated attention, using smart phone intentionally. This research found that the subjects exposed to the movie with not manipulated attention showed more presence experiences, and higher degree of emotional touch than the subjects exposed to the movie with manipulated attention. However meaningful difference of recognition memory was not discovered between the 2 groups. The result of this research can have a meaning because proceeding studies about presence effect of movie mainly dealt with the effect of HDTV, 3D image, stereo sound on the experience of presence, arousal, pleasure of movie audience and it is difficult to find studies about the relation between attention of movie audience and the experience of presence, emotional touch, and memory.

Effective PPG Signal Processing Method for Detecting Emotional Stimulus (감성 자극 판단을 위한 효과적인 PPG 신호 처리 방법)

  • Oh, Dong-Gi;Min, Byung-Seok;Kwon, Sung-Oh;Kim, Hyun-Joong
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.37 no.5C
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    • pp.393-402
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    • 2012
  • In this study, we propose a signal processing algorithm to measure the arousal level of a human subject using a PPG(Photoplethysmography) sensor. From the measured PPG signals, the arousal level is determined by PPI(Pulse to Pulse Interval) and discrete-time signal processing. We ran psychophysical experiments displaying visual stimuli on TV display while measuring PPG signal from a finger, where the nature landscape scenes were used for restorative effect, and the urban environments were used to stimulate the stress. However, the measured PPG signals may include noise due to subject movement and measurement error, which results in incorrect detections. In this paper, to mitigate the noise impact on stimulus detection, we propose a detecting algorithm using digital signal processing methods and statistics of measured signals. A filter is adopted to remove a high frequency noise and adaptively designed taking into account the statistics of the measured PPG signals. Moreover we employ a hysteresis method to reduce the distortion of PPI in decision of emotional. Via experiment, we show that the proposed scheme reduces signal noise and improves stimulus detection.

An Empirical Study Applying the PAD Factors to Loyalty of Culture and Arts Website Service (감정반응(PAD) 요인이 문화예술 웹사이트 서비스에서의 만족과 구전을 통해 충성도에 미치는 영향)

  • Baek, Heon;Kwon, Doo-Soon;Lee, Jae-Beom;Kim, Jin-Hwa
    • Information Systems Review
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    • v.14 no.1
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    • pp.105-128
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    • 2012
  • The Culture and Arts Website, one of the parts of providing information related to culture and art utilizing internet, is the website that giving information of arts genre like theater, music, art, architecture, video, and literature. As growing interest in the field of culture and arts, market of this website has been increasing and providing customized content which each customer wants in the field of culture and arts. Developers of culture and arts website consider the website media for increasing and developing awareness about culture and arts. They are accelerating development of various business models and application of culture and arts website service which it meets trend of the times and customers needs. This study will seize about influencing factors to culture and arts website service of domestic website users and analyze how these factors affect loyalty through satisfaction and word of mouth. This study presented research model applied main parameters of PAD(Pleasure, Arousal, Dominance) theory emphasized human's emotions that they are expected to affect the loyalty of culture and arts website service users based on satisfaction and word of mouth. The researcher in this study surveyed students of Seoul S University who had experiences with such culture and arts website to validate the model empirically. The results, firstly, if you experienced feeling related to pleasure and dominance in culture and arts website, you would satisfy this website and it could lead to loyalty. Secondly, the feeling related to ventilation does not affect the loyalty through satisfaction and word of mouth. Thirdly, the results show that all of three factors of emotional responses do not influence the loyalty through word of mouth.

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The Effect of Emotional Sounds on Multiple Target Search (정서적인 소리가 다중 목표 자극 탐색에 미치는 영향)

  • Kim, Hannah;Han, Kwang Hee
    • Korean Journal of Cognitive Science
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    • v.26 no.3
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    • pp.301-322
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    • 2015
  • This study examined the effect of emotional sounds on satisfaction of search (SOS). SOS occurs when detection of a target results in a lesser chance of finding subsequent targets when searching for an unknown number of targets. Previous studies have examined factors that may influence the phenomenon, but the effect of emotional sounds is yet to be identified. Therefore, the current study investigated how emotional sound affects magnitude of the SOS effect. In addition, participants' eye movements were recorded to determine the source of SOS errors. The search display included abstract T and L-shaped items on a cloudy background and positive and negative sounds. Results demonstrated that negative sounds produced the largest SOS effect by definition, but this was due to superior accuracy in low-salient single target trials. Response time, which represents efficiency, was consistently faster when negative sounds were provided, in all target conditions. On-target fixation classification revealed scanning error, which occurs because targets are not fixated, as the most prominent type of error. These results imply that the two dimensions of emotion - valence and arousal - interactively affect cognitive performance.

An fMRI Study of Relationship between Scientific Creativity and Emotional Susceptibility (과학적 창의력과 정서적 감수성의 관계에 대한 뇌영상 연구)

  • Cho, Sun-Hee;Lee, Min-Joo;Choi, Yu-Yong;Kim, Heui-Baik;Lee, Kun-Ho
    • Journal of Gifted/Talented Education
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    • v.20 no.2
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    • pp.503-526
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    • 2010
  • We investigated the brain activity in perceiving the emotional stimuli between a science invention group(n=13) and a general group(n=13). The science invention group, which mostly consisted of recipients of creativity prizes, scored 96% on creative personality tests(WKOPAY, SAM), whereas the general group performed at an average level on these tests. Analyzing the brain activity in perceiving the emotional stimuli(IAPS pictures), the science invention group than the general group showed higher activity in certain areas, such as MTG, STG, and so on. When correlation analysis was performed on the creative personality score and brain activity, MTG, STG, and so on areas showed significant correlations. There were more correlation areas in valence than in arousal. These results show that scientific creativity is related to emotional susceptibility. Thus, we insist that emotion be considered in the assessment and education programs for the gifted in science.

A Study on the Listener's Emotional Perception of Music According to Harmonic Progression Level (음악의 화음 전개 수준에 따른 감상자의 정서 지각 연구)

  • Ryu, Hae In;Choi, Jin Hee;Chong, Hyun Ju
    • Journal of Music and Human Behavior
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    • v.19 no.1
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    • pp.93-112
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    • 2022
  • The purpose of this study was to compare participants' perceived emotion following harmonic changes in music. In this study, 144 participants, aged 19 to 29 years, listened to music online that included low to high harmonic progression in tonal music (major-minor). After listening to each piece of music, participants were asked to rate 4 items using a 7-point Likert scale: emotional potency, arousal, degree to which the harmony impacted the listener's emotions, and listener's preference for the music. There were significant differences between each of the four items upon the level of harmonic progression. When the participants were divided into two groups (i.e., those with a background in music and those with no background in music), there was a significant difference between the groups in terms of emotional potency, but there was no significant interaction effect. This study confirmed that various emotional responses in listeners can be induced by controlling the exogenous variables in musical excerpts. Based on this, it is expected that the harmonic progression level can be provided to the client to be used as an effective therapeutic tool in music therapy intervention.

Marketing for Real and Virtual Museums: A marketing Model to Explain Visitor Behavior in Real Museums and an Outlook on its Applicability to Virtual Museums

  • Terlutter, Ralf;Diehl, Sandra
    • Journal of Global Scholars of Marketing Science
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    • v.10
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    • pp.45-70
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    • 2002
  • The purpose of this study is to obtain more insight into the explanation and prognosis of consumer behavior in real and virtual museums. The analysis focuses on the influence of the museum environment on the museum patrons (rather than on the influence of the art objects). On the basis of the emotional approach to environmental psychology by Mehrabian and Russell (1974), a behavior model has been developed for museums. The model, which is based on the emotional variables pleasure, arousal and dominance (PAD), is also enhanced by cognitive variabies (learning attractiveness, education standard and information demand). The enhancement of the classical model was necessary because cognitive variables play a major role in cultural institutions such as museums: One important objective of museums is the communication of cultural knowledge to visitors. The model is tested empirically using structural equation modeling. 301 visitors were interviewed individually. Two different museum environments were represented using visual stimuli. The theoretical model for museums can be proved empirically. The degree to which the model fits the empirical data was extensively tested. The model showed high compatibility with the data and could be accepted. The study proves that a model can be developed, which explains visitor behavior in museums. The model shows museum designers how museums should be designed to be both emotionally appealing and a learning environment. Based on empirical studies in virtual stores on the Internet, it is discussed whether the research findings in these environments may be applied to virtual museum environments. In order to create an emotionally appealing virtual museum, it is recommended that one uses a 3-dimensional representation to offer various possibilities for interaction and to create a multi-sensual environment that appears highly realistic.

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Elderly Sleep Pattern and Disturbing Factors Before and After Hospitalization (노인환자의 입원 전ㆍ후 수면양상과 수면장애요인에 관한 연구)

  • 김미영;조성희;이상미;정수정;박경숙
    • Journal of Korean Academy of Nursing
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    • v.29 no.1
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    • pp.61-71
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    • 1999
  • Sleep is a necessity for survival. Disruption of sleep leads to numerous adverse physiological and psychological consequences. These could be particularly undesirable for older patients, who are subject to many additional factors. But there is limited research related to hospitalized elderly in Korea. The purpose of the study is to explore sleep patterns and disturbing factors of before and after hospitalization, in order to present basic information regarding elderly sleep to develop nursing intervention. The sample consisted of 32 elderly men and women between the ages of n and 87 years. Data collection was done from September to November 1997. Measures of sleep patterns and related factors were obtained from self-reported sleep questionnaires. Analysis of data was done by use of t-test, paired t-test, ANOVA, and Pearson Correlation Coefficient. The results of this study were summarized as follows : 1. In comparision between before and after admission of their sleep pattern, “sleep onset” tends to be delayed and nocturnal sleep time was significantly reduced. So, hospitalized elderly reported less total sleep time than before admission. 2. Regarding the sleep disturbing factors, medication(hypnotics ; 37.5%), physiological factor (snoring ; 59.4%) environmental factor (pillow ; 78.1%), emotional factor(anxiety related to disease ; 37.5%), and illness factor(fatigue ; 34.7%) were reported. 3. Significant differences in gender were found. Men had more disturbances in sleep than women owing to difficulty in falling a sleep and lack of nocturnal sleep. Women consumed more sleep inducing drugs. Significant increase was reported in napping during the day with increasing age. 4. Significant differences between good sleepers and poor sleepers were found for the following variables : nocturnal sleep time, total sleep time, bed time, sleep onset latency time, sleep latency time after nocturnal awakening, time spent in bed upon arousal, environmental factors, and emotional factors. In conclusion, it was found that the quantity and quality of sleep were significantly altered in hospitalized elderly, but adequate strategies for better sleep were not practiced. Further research is needed to develop Intervention strategies to promote sleep and to prevent sleep problems.

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The Effect of Consumption Values in Luxury Brands on Cult Intention : Focusing on the Mediating Effects of Positive Affect and Compatibility (럭셔리 브랜드 소비가치가 컬트 의도에 미치는 영향 : 긍정적 정서와 적합성의 매개효과를 중심으로)

  • Kim, Kihyung;Han, SangLin;Shin, Yunchang
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.43 no.2
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    • pp.98-109
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    • 2020
  • What is purchase motivation for luxury brands? and what kind of process through makes higher cult intention(i.e.,loyalty). How does consumption value affect loyalty? Theoretically, it was studied whether it could be explained. The luxury products and services were divided into categories and surveys were conducted at the national level. This research analyzed the influence of positive affect on cult intention by mediating luxury consumption value with S-O-R frame. The logic was developed with excitation transfer theory. Positive affect, compatibility mediating effect were investigated. Unlike the previous studies that have been recognized as important in terms of symbolic value in luxury brands, it was confirmed that experiential consumption value had the greatest impact. In addition, the influence of functional value and symbolic value had a significant effect. The effect of consumption value on cult intention was mediated by positive affect and compatibility. Therefore, emotional response can be seen as having an effect on cult intention through excitement transfer. These findings suggest that luxury brand marketers need to develop consumer values that can lead to arousal and positive emotional responses to suit consumer lifestyle. The research results are expected to contribute to the experience marketing and the hospitality service of luxury brands.

An Experimental of the Effects of User Experience and Driving Attitude on Driving Simulation Game in Virtual Environment (가상현실 운전 시뮬레이션 게임의 사용자 경험과 운전 태도에 대한 실험연구)

  • Bae, Jae-Han;Kim, Jae-Jin;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.3
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    • pp.7-18
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    • 2015
  • This research examined the effects of user experience in driving simulation game between using general monitor and 3D virtual reality device, Oculus Rift DK2. We compared the difference of user experience such as presence, flow and arousal by gaming environment. We also tested the effects of virtual reality on driving attitude, emotional pleasure and satisfaction. 100 beginner drivers with a driver's license participated in the experiment of two modes of gaming environment. As a result, all the three user experiences were proved to be significantly higher in VR game play than general monitor game. Also driving attitude, emotional pleasure and satisfaction showed a significant difference in virtual reality. This study makes a theoretical and practical contribution to the application of the next virtual reality game with a special function.