• Title, Summary, Keyword: arousal

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The Effect of Arousal Seeking Tendency on Physical Education Intrinsic Motivation and Physical Education Attitude of Middle School Students (중학생의 각성추구성향이 체육수업내적동기 및 체육교과태도에 미치는 영향)

  • Nam, In-Soo
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.17 no.3
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    • pp.544-553
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    • 2016
  • Subjects consisting of 335 middle school students were analyzed using arousal seeking tendency scales to determine the effect on student's scores on scales for physical education intrinsic motivation and physical education attitude. The data were subjected to frequency analysis, correlation analysis, reliability analysis, exploratory factor analysis, and multiple regression analysis as statistical methods. The results were as follows. In the subscales of arousal seeking tendency, novelty seeking positively influenced interest, efforts, and competence. In the subscales of arousal seeking tendency, novelty seeking positively influenced physical education attitude, but thrill seeking negatively influenced health and fitness only. In the subscales of physical education intrinsic motivation, interest and efforts positively influenced physical education attitude, while both competence and tension partly influenced it. These findings indicate that improving both attitude and intrinsic motivation of middle school students toward physical education would require a method of teaching and learning that encourages students′ novelty seeking in the subscales of arousal seeking tendency.

Development of the Electrodermal Activity Monitoring System for the Evaluation of Train Driver's Arousal State (기관사의 각성상태 평가를 위한 소형 피부전기활성도 측정 시스템 개발)

  • Lim, Min-Gyu;Lee, Young-Jae;Lee, Kang-Hwi;Kang, Seung-Jin;Kim, Kyeung-Nam;Park, Hee-Jung;Yang, Heui-Kyung;Lee, Jeong-Whan
    • The Transactions of The Korean Institute of Electrical Engineers
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    • v.63 no.9
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    • pp.1286-1293
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    • 2014
  • Typically, studies through the simulation system have been progressed, because the evaluation of the driver's arousal state about the service of a actual train has risk of safety for the driver. When configured event same as the real in simulation system, the ability to cope with an accident situation may be the same each other. But the difference in the state of tension or arousal will occur. In this study, requested to cooperate with the railways in order to escape from these constraints, and the target of the experiment was to real engineer service. I was set about experiment when the train was stopped as safe as possible. As a result, the beta wave of EEG signals that representing complex calculations or anxiety is increased rapidly on the basis of a flag station from at the time of departure. The size of the electrodermal activity signal in response to movement of the body gave a noticeable. In terms of HRV, if the train approach a flag station gradually and the R-R interval is narrowed. So that the driver can be estimated as arousal state. In accordance with this study, if the quantitative standard of arousal state be based on the driver's biosignals will provide, it will be able to take advantage of development the system that would prevent train accidents caused by human error.

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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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.

Comparative Studies on The Relationship between Presence and Physiological Arousal in Virtual Reality and Desktop Based Driving Simulator (VR 및 Desktop 기반 운전 시뮬레이터 사이의 실재감과 생리적 각성 반응에 관한 비교연구)

  • Lee, Myoung-Hee;Kim, Gerard J.
    • 한국HCI학회:학술대회논문집
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    • pp.1239-1245
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    • 2009
  • 가상현실의 자연스러운 응용분야는 작업 훈련(Task Training) 분야이다. 이러한 작업 훈련 분야에서 가장 중요한 요소 중 하나는 각성 수준(Arousal Level)으로, 적절한 각성 수준은 과제 훈련의 효과를 결정짓는다. 본 연구는 VR 환경과 Desktop 환경의 자동차 운전 시뮬레이터에서 피험자가 실험을 위하여 설계된 2 개의 시나리오를 수행하는 동안 피험자의 생리 신호를 측정하고, 실험 후 각 환경에 대한 주관적인 실재감을 측정하여, 두 실험 환경 사이에 피험자의 주관적인 실재감이 유의한 차이가 있는지 알아보고, 피험자가 수행한 시나리오와 시나리오에 종속된 실험 태스크에 대하여, 각성 수준을 평가할 때 유용한 지표로 활용되는 피부전도도(GSR) 반응이 피험자의 주관적인 실재감의 결과와 어떠한 관계를 보이는지 살펴 보았다. 실험 결과 두 실험 환경 사이의 피험자의 주관적인 실재감은 유의한 차이가 있었고, VR 환경에서 더 높게 나왔다. 그러나 두 실험 환경 사이의 피험자의 생리적 각성 반응은 실재감의 결과처럼 유의한 차이를 보여주지 못했으며, 오히려 시나리오에 종속된 실험 태스크에 따라서 유의한 차이를 보여주었다. 따라서 실재감과 피부전도도 (GSR)측정에 의한 각성도 는 직접적인 관계가 적은 것으로 생각되며, 이는 피부전도도(GSR)를 실재감의 한 척도로 쓰기에는 적합하지 않을 수 있다는 것을 의미한다.

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The Effects of Clothing Shopping Orientations on Consumers' Emotions in Clothing Stores based on Level of Clothing Involvement (소비자의 의복관여 수준별 의복쇼핑성향이 의류점포내에서의 소비자 정서에 미치는 영향)

  • Cho, Sun-Hee
    • Fashion & Textile Research Journal
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    • v.1 no.2
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    • pp.109-118
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    • 1999
  • The purpose of this study is to investigate the effects of clothing shopping orientations on consumers emotions in clothing stores based on level of clothing involvement. For this purpose, factor analysis was used to identify shopper types by clothing shopping orientation and factors of consumers' emotions and multiple regression analysis was used in each level of upper 25% and lower 25% of clothing involvement to find out the effects of clothing shopping orientations on consumers' emotions. The results of this study can be summarized as follows; 1. 4 factors were found in clothing involvement. 2. 6 factors were found in clothing shopping orientations but 'recreational shopping orientation' 'economic shopping orientation' of high loading factors were used for multiple regression analysis, 3. 4 factors were found in consumers' emotions but 'pleasure' arousal' 'enervation' were selected for multiple regression analysis. 4. In the upper 25% group of clothing involvement level; it is founded that 'recreational shopping orientation' influenced 'pleasure' and 'economic shopping orientation' did not influence 'pleasure'; it is founded that 'recreational shopping orientation' influenced 'arousal' and 'economic shopping orientation' did not influence 'arousal'; 'recreational shopping orientation' and 'economic shopping orientation' did not influence 'enervation'. 5, In the lower 25% group of clothing involvement level; it is founded that 'recreational shopping orientation' and 'economic shopping orientation' influenced 'pleasure' and did not influence 'arousal'; it is founded that only 'economic shopping orientation' influenced 'enervation' negatively.

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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.

A Study on the UCC Service Usage;Comparison of Types of UCC (UCC 서비스 이용 유형에 관한 비교 연구)

  • Kang, So-Ra;Chun, Bang-Jee;Kim, Yoo-Jeong
    • 한국경영정보학회:학술대회논문집
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    • pp.80-86
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    • 2007
  • In this paper, we identified factors that affect the usage of UCC, which is becoming increasingly popular in our society and throughout the globe. Four hypotheses were tested using a new integrative model of UCC usage, which is built up by incorporating the TAM and the PAD(pleasure-arousal-dominace)model. We analyzed the data collected in our survey of 258 individual UCC users during the period from Oct 2006 to Dec 2006. We found that pleasure and arousal showed a strong significant effect on individual's UCC usage, supporting the findings of the exiting research on TAM. To be specific, arousal had an effect on the UCC usage through its effect on pleasure and self efficacy. Pleasure affected the UCC usage in two ways: First, pleasure affected UCC usage through increasing the ease of UCC service. At the same time, pleasure had a direct effect on the UCC usage. Contrary to what the prior research on technology acceptance suggested, we found ease of use and social influence had no significant effect on individual's UCC usage. We further found that such effects of the ease of use and pleasure factors are more positive in the entertainment-based UCC than in the relationship-based UCC.

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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.