• Title/Summary/Keyword: emotional arousal

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Consumer Emotional Experience and Approach/Avoidance Behavior in the Store Environment with Digital Signage -Moderating Effect of Perceived Surprise- (점포내 디지털 사이니지 환경에서 소비자 감정체험과 접근/회피행동 -지각된 놀라움의 조절효과-)

  • Kim, Eun Young;Sung, Heewon
    • Journal of the Korean Society of Clothing and Textiles
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    • v.41 no.2
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    • pp.266-280
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    • 2017
  • This study predicted consumer approach/avoidance behavior through consumer emotional experiences and examined the moderating effect of perceived surprises in the context of digital signage in store environments. A self-administered questionnaire consisted of consumer emotional experience (e.g., pleasure, arousal, and dominance), approach-avoidance behavior and perceived surprise by digital signage. A total of 278 usable responses were obtained from consumers who experienced digital signage at fashion retail stores. The findings support the Mehrabian-Russell model in the context of digital signage. Approach behavior was predicted by pleasure and arousal emotional experience, while avoidance behavior was predicted by dominance. The moderating effect of perceived surprise was also indicated in the effect of emotional experience on approach or avoidance behavior. In the high level of perceived surprise, pleasure and arousal had significant effects on approach behavior, whereas dominance had significant effect on avoidance behavior. This study discussed theoretical and managerial implications for creating emotional experiences and developing strategic store management by utilizing new digital technology within the fashion retail environments.

The Difference in Pupil Size Responding to Cognitive Load and Emotional Arousal Questions between Guilty and Innocent Groups (유죄 및 무죄 집단 간 인지적 부하 및 정서적 각성 질문에 따른 동공크기의 변화의 차이)

  • Cho, Ara;Kim, Kiho;Lee, Jang-Han
    • Korean Journal of Forensic Psychology
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    • v.11 no.2
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    • pp.155-171
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    • 2020
  • The purpose of this study is to examine the effects of emotional arousal and cognitive load on pupil diameter during a lie detection interview. The guilty group (n = 30) committed a mock crime (i.e., stealing cash) and the innocent group (n = 30) performed a mission (i.e., sending a message) in the research assistant's office. After that, their pupil size was measured using a wearable eye-tracker during the interview. The interview questions were classified with the three cognitive load, three emotional arousal, and three neutral questions. The results indicate that the main effects of group and time were not significant, but the interaction between group and time was significant. It means that when answering cognitive load questions, the guilty group showed larger increase in pupil diameter than the innocent group. The present study suggests that inducing cognitive load is more effective than inducing emotional arousal during an interview when using pupil diameter as an index of deception, and it is expected to improve the accuracy of lie detection.

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Analysis of Electroencephalogram Electrode Position and Spectral Feature for Emotion Recognition (정서 인지를 위한 뇌파 전극 위치 및 주파수 특징 분석)

  • Chung, Seong-Youb;Yoon, Hyun-Joong
    • Journal of Korean Society of Industrial and Systems Engineering
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    • v.35 no.2
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    • pp.64-70
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    • 2012
  • This paper presents a statistical analysis method for the selection of electroencephalogram (EEG) electrode positions and spectral features to recognize emotion, where emotional valence and arousal are classified into three and two levels, respectively. Ten experiments for a subject were performed under three categorized IAPS (International Affective Picture System) pictures, i.e., high valence and high arousal, medium valence and low arousal, and low valence and high arousal. The electroencephalogram was recorded from 12 sites according to the international 10~20 system referenced to Cz. The statistical analysis approach using ANOVA with Tukey's HSD is employed to identify statistically significant EEG electrode positions and spectral features in the emotion recognition.

Korean Emotional Laborers' Job Stressors and Relievers: Focus on Work Conditions and Emotional Labor Properties

  • Lee, Garam
    • Safety and Health at Work
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    • v.6 no.4
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    • pp.338-344
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    • 2015
  • Background: The present study aims to investigate job stressors and stress relievers for Korean emotional laborers, specifically focusing on the effects of work conditions and emotional labor properties. Emotional laborers are asked to hide or distort their real emotions in their interaction with clients. They are exposed to high levels of stress in the emotional labor process, which leads to serious mental health risks including burnout, depression, and even suicide impulse. Exploring job stressors and relieving factors would be the first step in seeking alternatives to protect emotional laborers from those mental health risks. Methods: Using the third wave data of Korean Working Conditions Survey, logistic regression analysis was conducted for two purposes: to examine the relations of emotional labor and stress, and to find out job stressors and relievers for emotional laborers. Results: The chances of stress arousal are 3.5 times higher for emotional laborers; emotional laborers experience double risk-burden for stress arousal. In addition to general job stressors, emotional laborers need to bear burdens related to emotional labor properties. The effect of social support at the workplace is not significant for stress relief, unlike common assumptions, whereas subjective satisfaction (wage satisfaction and work-life balance) is proven to have relieving effects on emotional laborers' job stress. Conclusion: From the results, the importance of a balanced understanding of emotional labor for establishing effective policies for emotional laborer protection is stressed.

Difference of 3-back task performance ability due to levels of arousal (각성 수준에 따른 3-back 과제 수행 능력의 차이)

  • Lee, Su-Jeong;Min, Yoon-Ki;Kim, Bo-Seong;Choi, Mi-Hyun;Yang, Jae-Woong;Choi, Jin-Seung;Jun, Jae-Hoon;Tack, Gye-Rae;Min, Byung-Chan;Chung, Soon-Cheol
    • Science of Emotion and Sensibility
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    • v.12 no.4
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    • pp.373-380
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    • 2009
  • This study tried to investigate how three levels of arousal affect performance of a 3-back task. Ten university male (age $25.7{\pm}1.5$) and ten female (age $24.5{\pm}1.8$) students participated in this experiment. Using pictures selected from a group test, three levels of arousal, i.e. tensed, neutral, and relaxed emotions, were induced. Each subject was run through the procedure three times, once for each arousal level. The procedure consisted of six phases for each arousal condition Rest 1(2 min), Picture 1(presenting emotion arousing photos for 2 min), 3-back task 1(2 min), Picture 2(presenting emotion arousing photos for 2 min), 3-back task 2(2 min), and Rest 2(2 min). Skin conductance level(SCL) of electrothermal activity was also measured during all phases of the experiment. The accuracy rate of 3-back task performance was the highest at a neutral emotional state, followed by relaxed and then tensed emotional state. There was no difference in reaction time(RT) among the three levels of arousal. SCL was the highest at a tensed emotional state, followed by neutral emotional state and then relaxed emotional state. Based on the results, it could be inferred that tension, induced by stimuli unrelated to cognitive tasks, decreases the ability to perform cognitive tasks.

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A Study on the Precedent Factors of WOM Intention in the Context of OTT Service: Focusing on Emotional Factors (OTT 서비스 이용자의 구전의도에 영향을 미치는 요인에 관한 연구: 감정요인을 중심으로)

  • Kim, Yoo Jung
    • The Journal of Information Systems
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    • v.32 no.2
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    • pp.63-85
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    • 2023
  • Purpose According to a recent survey, more than 90% of customers make purchase or use decisions for their products and services, primarily based on word-of-mouth(WOM) information (reviews, recommendations, ratings, etc.). However, few studies have explored what factors influence user's WOM intention in the context of OTT service. To address this gap, this study investigates the antecedent factors of WOM intention by adopting stimulus-organism-response (SOR) theory and pleasure arousal dominance (PAD) theory as a theoretical basis. Design/methodology/approach The research model consists of stimulus factors (diversity of original content, aesthetics, interactivity, personalization quality), emotional factors (pleasure, excitement, dominance), and behavioral factor (WOM intention). The research hypothesis was tested using the survey data collected from OTT service users of 305. Findings The result reveals that diversity of original content significantly affects on pleasure and arousal whereas it is not associated with dominance. Findings indicate that aesthetics positively influences pleasure, and interactivity is not associated with arousal. It is also proven that personalization quality has a positive effect on dominance. In addition, pleasure, arousal, and domination are proven to be positively and significantly related to WOM intention.

Effect of Emotional Incongruence in Negative Emotional Valence & Cross-modality (교차 양상과 부정 정서에서의 정서 불일치 효과에 따른 기억의 차이)

  • Kim, Soyeon;Han, Kwang-Hee
    • Science of Emotion and Sensibility
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    • v.17 no.3
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    • pp.107-116
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    • 2014
  • In the current study, it is suggested that when two emotions are presented through cross-modality, such as auditory and visual, incongruence will influence arousal, recognition, and recall of subjects. The first hypothesis is that incongruent cross-modality does not only increase arousal more than the congruent, but it also increases recall and recognition more than congruent. The second hypothesis is that arousal modulates recall and recognition of subjects. To demonstrate the two hypotheses, our experiment's conditions were manipulated to be congruent and incongruent by presenting positive or negative emotions, visually and acoustically. For dependent variables, we measured recall rate and recognition rates. and arousal was measured by PAD (pleasure-arousal-dominance) scales. After eight days, only recognition was measured repeatedly online. As a result, our behavioral experiment showed that there was a significant difference between arousal before watching a movie clip and after (p<.001), but no difference between the congruent condition and incongruent condition. Also, there was no significant difference between recognition performance in the congruent condition and incongruent condition, but there was a main effect of the clips' emotions. Interestingly after analyzing recognition rates separately depending on clips' emotions, there was a significant difference between congruent and incongruent conditions in the only negative clip (p= .044), not in the positive clip. In a detailed result, recognition in the incongruent condition is more than in the congruent condition. Furthermore, in the case of recall performance, there was a significant interaction between the clips' emotions shown in the clips and congruent conditions (p=.039). Through these results, the effect of incongruence with negative emotion was demonstrated, but an incongruent effect by arousal could not be demonstrated. In conclusion, in our study, we tried to determine the impact of one method to convey a story dramatically and have an effect on memory. These effects are influenced by the subjects' perceived emotions (valence and arousal).

Affective Representation of Behavioral and Physiological Responses to Emotional Videos using Wearable Devices (웨어러블 기구를 이용한 영상 자극에 대한 행동 및 생리적 정서 표상)

  • Inik Kim;Jongwan Kim
    • Science of Emotion and Sensibility
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    • v.27 no.1
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    • pp.3-12
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    • 2024
  • This study examined affective representation by analyzing physiological responses measured using wearable devices and affective ratings in response to emotional videos. To achieve this aim, a published dataset was reanalyzed using multidimensional scaling to demonstrate affective representation in two dimensions. Cross-participant classification was also conducted to identify the consistency of emotional responses across participants. The accuracy and misclassification in each emotional condition were described by exploring the confusion matrix derived from the classification analysis. Multidimensional scaling revealed that the represented objects, namely, emotional videos, were positioned along the rated valence and arousal vectors, supporting the core affect theory (Russell, 1980). Vector fittings of physiological responses also showed the associations between heart rate acceleration and low arousal, increased heart rate variability and negative and high arousal, and increased electrodermal activity and negative and low arousal. Using the data of behavioral and physiological responses across participants, the classification results revealed that emotional videos were more accurately classified than the chance level of classification. The confusion matrix showed that awe, enthusiasm, and liking, which were categorized as positive, low arousal emotions in this study, were less accurately classified than the other emotions and were misclassified for each other. Through multivariate analyses, this study confirms the core affect theory using physiological responses measured through wearable devices and affective ratings in response to emotional videos.

Improvement of a Context-aware Recommender System through User's Emotional State Prediction (사용자 감정 예측을 통한 상황인지 추천시스템의 개선)

  • Ahn, Hyunchul
    • Journal of Information Technology Applications and Management
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    • v.21 no.4
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    • pp.203-223
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    • 2014
  • This study proposes a novel context-aware recommender system, which is designed to recommend the items according to the customer's responses to the previously recommended item. In specific, our proposed system predicts the user's emotional state from his or her responses (such as facial expressions and movements) to the previous recommended item, and then it recommends the items that are similar to the previous one when his or her emotional state is estimated as positive. If the customer's emotional state on the previously recommended item is regarded as negative, the system recommends the items that have characteristics opposite to the previous item. Our proposed system consists of two sub modules-(1) emotion prediction module, and (2) responsive recommendation module. Emotion prediction module contains the emotion prediction model that predicts a customer's arousal level-a physiological and psychological state of being awake or reactive to stimuli-using the customer's reaction data including facial expressions and body movements, which can be measured using Microsoft's Kinect Sensor. Responsive recommendation module generates a recommendation list by using the results from the first module-emotion prediction module. If a customer shows a high level of arousal on the previously recommended item, the module recommends the items that are most similar to the previous item. Otherwise, it recommends the items that are most dissimilar to the previous one. In order to validate the performance and usefulness of the proposed recommender system, we conducted empirical validation. In total, 30 undergraduate students participated in the experiment. We used 100 trailers of Korean movies that had been released from 2009 to 2012 as the items for recommendation. For the experiment, we manually constructed Korean movie trailer DB which contains the fields such as release date, genre, director, writer, and actors. In order to check if the recommendation using customers' responses outperforms the recommendation using their demographic information, we compared them. The performance of the recommendation was measured using two metrics-satisfaction and arousal levels. Experimental results showed that the recommendation using customers' responses (i.e. our proposed system) outperformed the recommendation using their demographic information with statistical significance.

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.