• Title/Summary/Keyword: Arousal

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Evaluation of the Criteria for the Control of Arousal Level and Effect of Warning Signal (각성도 제어를 위한 평가기준의 설정 및 경고음의 효과분석)

  • 김연호
    • Journal of Biomedical Engineering Research
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    • v.18 no.1
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    • pp.79-86
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    • 1997
  • This paper describes the development of portable arousal measurement and analysis system. Skin impedance change which responds to the change of arousal level was detected by the three elctrode constant current method and separated into two components(SIR, SIL). Relationship between Nz, IRI and arousal level was studied and criteria of arousal level control was decided by the sleep study. Measured data with and without warning signal were compared and analyzed.

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Compensation of Arousal Level Criteria by a Modified KSS Scale (수정된 KSS 측도에 의한 각성도 평가기준 보상법)

  • 고한우;김연호
    • Journal of Biomedical Engineering Research
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    • v.18 no.4
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    • pp.477-484
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    • 1997
  • In this paper, we proposed the compensation method to evaluate arousal level in different initial arousal states. Arousal level was measured by the relationship between IRI and Nz. Since Nz is affected by BI which is directly proportional to initial arousal state of subjects, the arousal level is underestimated To overcome this problem, we proposed the compensation method using modified Karolinska sleepiness scale, and determined compensation coefficients derived from this scale with five arousal levels. Applying these coefficients to portable arousal monitoring system, the proposed method in this paper could be useful for real-time evaluation and control of arousal level. As a result the developed system can detect and control the arousal state from initial drowsing sate.

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Effects of Stimulus Incongruity on the Galvanic Skin Response of Children and Adults (불일치(不一致) 자극(刺戟)이 아동(兒童)과 성인(成人)의 전기피부반응(電氣皮膚反應)(Galvanic Skin Response)에 미치는 효과(效果))

  • Sung, Sook Ja
    • Korean Journal of Child Studies
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    • v.2
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    • pp.31-39
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    • 1981
  • Despite evidence from adults that stimulus incongruity increased arousal level, there have been no published reports demonstrating this relationship with children. Therefore, the present study was done to 1) investigate the relationship between the introduction of stimulus incongruity and children's arousal level, using the GSR as an index of arousal; 2) determine whether age difference among subjects would affect the magnitude of the effect of incongruity on GSR ; and 3) determine the feasility of using the GSR with young children, particularly when manipulating a variable considered to involve only modest increase in arousal. The results were: 1) The incongrous outcome of two brief stories increased the arousal level of the subjects in the present study 2) The effect was related primarily in the GSR arousal scores of adult subjects. The smaller or nonexistent reactions to incongruity by the children represent essentially new results, as little or previous research exists involving the arousal level of young children to visual or auditorily presented stimuli. Several possibilities regarding the failure of the incongruity to generate arousal in the young children were considered Methodolog both in using GSR as an index of arousal level and in developing visual or audio stimuli involving incongruity was discussed.

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Automatic Recognition in the Level of Arousal using SOM (SOM 이용한 각성수준의 자동인식)

  • Jeong, Chan-Soon;Ham, Jun-Seok;Ko, Il-Ju
    • Science of Emotion and Sensibility
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    • v.14 no.2
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    • pp.197-206
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    • 2011
  • The purpose of the study was to suggest automatic recognition of the subject's level of arousal into high arousal and low arousal with neural network SOM learning. The automatic recognition in the level of arousal is composed of three stages. First, it is a stage of ECG measurement and analysis. It measures the subject playing a shooting game with ECG and extracts characteristics for SOM learning. Second, it is a stage of SOM learning. It learns input vectors extracting characteristics. Finally, it is a stage of arousal recognition which recognize the subject's level of arousal when new vectors are input after SOM learning is completed. The study expresses recognition results in the level of arousal and the level of arousal in numerical value and graph when SOM learning results in the level of arousal and new vectors are input. Finally, SOM evaluation was analyzed average 86% by comparing emotion evaluation results of the existing research with automatic recognition results of SOM in order. The study could experience automatic recognition with other levels of arousal by each subject with SOM.

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A Study of Emotional Dimension that takes into account the Characteristics of the Arousal axis (각성 축의 특성을 고려한 감정차원에 관한 연구)

  • Han, Eui-Hwan;Cha, Hyung-Tai
    • Science of Emotion and Sensibility
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    • v.17 no.3
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    • pp.57-64
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    • 2014
  • In this paper, we verify the relation between elements (active and inactive) of Russell's emotional dimension ("A Circumplex Model") to propose a new representing method. Russell's emotional dimension expresses emotional words (happy, joy, sad, nervous, etc.) as a point on the two dimensions (Arousal and Valence). It is most commonly used in many filed such as Science of Emotion & Sensibility, Human-Computer Interaction (HCI), and Psychology etc. But other researchers have insisted that Russell's emotional dimension have to be modified because of its inherent problems. Such problems included the possibility of mixed feelings, the difference of emotion and sensibility, and the difference of Arousal axis and Valence axis. Therefore, we verify relationship of A Circumplex Model's elements (active and inactive) and find how to people express their Arousal feelings using survey. We finally propose new method to express emotion in Russell's emotional dimension. Using this method, we can solve Russell's problems and compensate other researches.

Analysis of arousal effects of warning sound and aroma using EDA (EDA를 이용한 경고음과 향기자극의 각성효과 분석)

  • Kim, Youn-Ho;Ko, Han-Woo
    • Proceedings of the KOSOMBE Conference
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    • v.1997 no.11
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    • pp.19-22
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    • 1997
  • This paper studies the arousal effects of aroma and warning sound using EDA(Electrodermal Activity:EDA), Aroma stimulus started at Nz value over 1.2. Warning sound was prepared according to the arousal evaluation and control criteria. As a result, the warning sound could be controlled the arousal level in all the mKSS state. Aroma stimulus was able to prevent drowsy more than warning sound in the mKSS 3 state(the first stage of drowsiness). Therefor, aroma stimulus was can be used for arousal control at that state. Futhermore, arousal control was shown to be more effective with presentation of both aroma and warning sounds than each presentation.

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Arousal monitoring system using the change of skin impedance (피부 임피던스 변화를 이용한 각성도 측정 시스템)

  • Ko, Han-Woo;Lee, Woan-Kyu
    • Journal of Sensor Science and Technology
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    • v.4 no.3
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    • pp.30-36
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    • 1995
  • One of principal causes of car accidents is low arousal level of driver. Drivers arrive their destination under an appropriate arousal level. Basic research was done to develop a portable arousal monitor and to evaluate the arousal level of drivers. An arousal monitor which can simulantaneously measure the skin impedance change and EEG was designed and tested. The relationship among three parameters was studied and was used to determine the index of skin impedance level depending on arousal level.

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Portable arousal measurement and analysis system (휴대형 각성도 측정 및 분석 시스템)

  • Ko, H.W.;Kim, Y.H.;Kim, C.J.;Lee, G.K.
    • Proceedings of the KOSOMBE Conference
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    • v.1996 no.05
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    • pp.60-64
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    • 1996
  • This paper describes the development of portable arousal measurement and analysis system. Skin impedance change which responds the change of arousal level was detected by the three electrode constant current method and separated into two components (SIR, SIL). Relationship between Nz, IRI and arousal level was studied and Criteria of arousal level control was decided by the sleep study.

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Interaction Effects of Arousal Level of Positive Ambient Emotion and Advertisement Type on Product Evaluation

  • Choi, Nak Hwan;Oyunbileg, Tamir
    • Asia Marketing Journal
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    • v.18 no.1
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    • pp.37-53
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    • 2016
  • The purpose of this study is to show that the effectiveness of utilitarian versus hedonic attributefocused advertisement on product evaluation depends on the arousal level of positive emotion, and to explore mediation effect of cognitive response to utilitarian attribute-focused advertisement and affective response to hedonic attribute-focused advertisement on the effectiveness of utilitarian versus hedonic attribute-focused advertisement. This research employs a 2 (arousal level: mild vs. elevated) × 2 (advertisement type: utilitarian vs. hedonic) between-subjects design, and 200 undergraduate students participate in the experiment, in which there are 50 students at each experimental group. The results of ANCOVA with positive emotion level as a covariate on advertised product evaluation show significant interaction effect of arousal level and advertisement type, and no effect of positive emotional level. Both of the mediation effects of the cognitive response and those of the affective response are significant. Participants under mild (elevated) arousal of positive emotion more positively evaluate the product in utilitarian (hedonic) attribute-focused advertisement. The positive effect of utilitarian (hedonic) attributefocused advertisement on product evaluation is partially mediated by cognitive (affective) response to the advertisement when consumers are under the mild (elevated) arousal of positive emotion. The results of this study show that advertisers should use utilitarian (hedonic) attribute-focused advertisement to consumers under the mild (elevated) arousal of ambient positive emotion, which should be searched by exploring what kind of event they have experienced.

Realism Cues and Memory in Computer Games : Effects of Violence Cues on Arousal, Engagement, and Memory (폭력성게임 내에서의 사실적 묘사 방식이 사용자 각성(arousal)과 현존감(presence) 및 기억(memory)에 미치는 영향에 관한 연구)

  • Jeong, Eui-Jun;Biocca, Frank A.;Kim, Min-Kyu
    • Journal of Korea Game Society
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    • v.11 no.4
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    • pp.127-142
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    • 2011
  • This study examined if realistic cues of violence - blood color (red), sound cues (screams of pain), and perspective (first-person) - influence user arousal, feeling of presence, and their memory for the game events and positions with personal experience of games. The relationship between arousal and presence was also analyzed with their effects on memory in a 3D modified shooter game (CounterStrike). Results indicated that both realism cues of violence increased the player's arousal regardless of the user's level of game experience, and the arousal had a significant relationship with engagement by affecting presence strongly. Especially, engagement (a sub-factor of presence) was stronger than other variables in explaining the memory effect, and it mediated the effect between arousal and memory. However, the first-person perspective did not show any significant effect on arousal, and had a negative effect on engagement.