In order to investigate the sensation of the fabric sound simulating the real wear-condition, the fabric sound simulator using reciprocating friction was developed. Fabric sounds from 5 specimen were generated by the fabric sound simulator and recorded using high performance microphone. Physical sound parameters of fabrics including level pressure of total sound (LPT), level range (${\Delta}L$), and frequency differences (${\Delta}f$) were calculated. For psychological evaluation, seven adjectives for sound (softness, loudness, sharpness, clearness, roughness, highness, and pleasantness) were used as the semantic differential scale. Fabric sounds by reciprocating friction of nylon taffeta and polyester leno had the highest value of LPT and evaluated as loud, sharp, rough, and unpleasant while polyester ultra suede and silk crepe de chine haying the lower LPT and ${\Delta}f$ were perceived as soft and quite. Comparing with fabric sound by one-way friction, fabric sound by reciprocation friction was perceived as more sharp, loud, and rough. LPT was also the most important factor affecting the sensation of the fabric sound by reciprocating friction.
In this study, we figured out that music modes and item types could affect people's urged decision making through a k-value which results from a delay discounting's hyperbolic function. Generally, high k-value is related to impulsive decision making. Concretely, there was a significant interaction between items and music. For the luxury item, the k-value was higher while listening to major music than minor. However, for the non-luxury item condition the k-value difference was not significant between two pieces of music. Moreover, we expected mood could be manipulated after listening to the music and mediate a difference of tendency. We used first movement as an allegro and second as an andante of Mozart piano concerto No.5 D-major and No.20 D-minor for stimuli. As a result, mode and tempo's main effects were not significant. Nevertheless, there was a significant two-way interaction. To put it concretely, the k-value of major condition was marginally higher than minor condition on allegro. However, the k-value of major condition was significantly lower than minor condition on andante. Also, depressed degree difference was significant but it was not significant as a mediator. Set depressed degree as a predict variable and future time span as a mediator, further research found future time perception partially mediated the effect that depressed degree affects impulsivity.
In this study, we have developed the patch type HAMS (Heart Activity Monitoring System) which is non-restricted, non-awarable and non-invasive. The module using wireless telecommunication to receive the ECG (electrocardiogram) signal at the computer has mobility which it easily monitors the heart activity of subjects in no time for long term at any time and places. We developed the small patch type electrode which can be attached on the chest. Also the reliability and moving artifact of ECG signal measured by this electrode have been verified. Using HAMS, we measured the HRV (Heart Rate Variability) parameters, the questionnaire evaluation for anxiety and stress and the amount of stress hormone (cotisol) to evaluate the stress effect in HRV on the same subject. As a result of comparing the values under non stressed and stressed condition, there was significant difference on many parameters. And the parameter highly related with stress on Pearson's Correlation Coefficient has been examined. These show that using HAMS is able to evaluate the function of autonomic nervous system. Therefore, we can predict heart problem in daily life by using HAMS. Also we expect that this module can be applied for more application as health monitoring system.
Today, with the spread of smartphones and the development of social networking services, structured and unstructured big data have stored exponentially. If we analyze them well, we will get useful information to be able to predict data for the future. Large amounts of data need to be collected first in order to analyze big data. The web is repository where these data are most stored. However, because the data size is large, there are also many data that have information that is not needed as much as there are data that have useful information. This has made it important to collect data efficiently, where data with unnecessary information is filtered and only collected data with useful information. Web crawlers cannot download all pages due to some constraints such as network bandwidth, operational time, and data storage. This is why we should avoid visiting many pages that are not relevant to what we want and download only important pages as soon as possible. This paper seeks to help resolve the above issues. First, We introduce basic web-crawling algorithms. For each algorithm, the time-complexity and pros and cons are described, and compared and analyzed. Next, we introduce the state-of-the-art web crawling algorithms that have improved the shortcomings of the basic web crawling algorithms. In addition, recent research trends show that the web crawling algorithms with special purposes such as collecting sentiment words are actively studied. We will one of the introduce Sentiment-aware web crawling techniques that is a proactive web crawling technique as a study of web crawling algorithms with special purpose. The result showed that the larger the data are, the higher the performance is and the more space is saved.
The purpose of this research was to determine whether multimodal cues in an online shopping environment could enhance tactile consumer mental imagery, purchase intentions, and attitudes towards an apparel product. One limitation of online retail is that consumers are unable to physically touch the items. However, as tactile information plays an important role in consumer decisions especially for apparel products, this study investigated the effects of multimodal cues on overcoming the lack of tactile stimuli. In experiment 1, to explore the product, the participants were randomly assigned to four conditions; picture only, video without sound, video with corresponding sound, and video with discordant sound; after which tactile mental imagery vividness, ease of imagination, attitude, and purchase intentions were measured. It was found that the video with discordant sound had the lowest average scores of all dependent variables. A within-participants design was used in experiment 2, in which all participants explored the same product in the four conditions in a random order. They were told that they were visiting four different brands on a price comparison web site. After the same variables as in experiment 1, including the need for touch, were measured, the repeated measures ANCOVA results revealed that compared to the other conditions, the video with the corresponding sound significantly enhanced tactile mental imagery vividness, attitude, and purchase intentions. However, the discordant condition had significantly lower attitudes and purchase intentions. The dual mediation analysis also revealed that the multimodal cue conditions significantly predicted attitudes and purchase intentions by sequentially mediating the imagery vividness and ease of imagination. In sum, vivid tactile mental imagery triggered using audio-visual stimuli could have a positive effect on consumer decision making by making it easier to imagine a situation where consumers could touch and use the product.
We introduce the application that automatically makes several images stored in user's device into one video by using the different climax patterns appearing for each film genre. For the classification of the genre characteristics of movies, a climax pattern model style was created by analyzing the genre of domestic movie drama, action, horror and foreign movie drama, action, and horror. The climax pattern was characterized by the change in shot size, the length of the shot, and the frequency of insert use in a specific scene part of the movie, and the result was visualized. The model visualized by genre developed as a template using Firebase DB. Images stored in the user's device were selected and matched with the climax pattern model developed as a template for each genre. Although it is a short video, it is a feature of the proposed application that it can create an emotional story video that reflects the characteristics of the genre. Recently, platform operators such as YouTube and Naver are upgrading applications that automatically generate video using a picture or video taken by the user directly with a smartphone. However, applications that have genre characteristics like movies or include video-generation technology to show stories are still insufficient. It is predicted that the proposed automatic video editing has the potential to develop into a video editing application capable of transmitting emotions.
Previous emotion studies revealed the two core affective dimensions of valence and arousal using affect-eliciting stimuli, such as pictures, music, and videos. Autonomous sensory meridian response (ASMR), a type of stimuli that has emerged recently, produces a sense of psychological stability and calmness. We explored whether ASMR could be represented on the core affect dimensions. In this study, we used three affective types ASMR (negative, neutral, and positive) as stimuli. Auditory ASMR videos were used in Study 1, while auditory and audiovisual ASMR videos were used in Study 2. Participants were asked to rate how they felt about the ten adjectives using five-point Likert scales. Multidimensional scaling (MDS) and classification analyses were performed. The results of the MDS showed that distinctions between auditory and audiovisual ASMR videos were represented well in the valence dimension. Additionally, the results of the classification showed that affective conditions within and across individuals for within- and cross-modalities. Thus, we confirmed that the affective representations for individuals could be predicted and that the affective representations were consistent between individuals. These results suggest that ASMR videos, including other affect-eliciting videos, were also located in the core affect dimension space, supporting the core affect theory (Russell, 1980).
According to the core affect theory, affect consists of two independent dimensions of valence and arousal. Previous studies have found that various types of stimuli, such as pictures, videos, and music, are mapped onto the core affect space. However, the research on affect using gustatory stimuli has not been explored sufficiently. This study investigated whether the affects elicited by tastes could be mapped onto the core affect space. Stimuli were selected based on two factors (taste types and intensity). Participants were presented with each stimulus, evaluated the tastes, and rated their affective responses on taste and emotion scales. The data were analyzed using repeated-measures ANOVAs and multivariate analyses (multidimensional scaling and classification). The results of univariate analyses indicated that participants felt positive for sweet stimuli but negative for bitter and salty. Furthermore, participants reported high arousal with high intensity. Multidimensional scaling revealed that taste stimuli are also represented on the core affect dimensions. Specifically, it was confirmed that in the first dimension, sweetness was represented as a positive affect, while bitter and salty tastes were represented as a negative affect. In the second dimension, bitterness was represented as low arousal and sourness as high arousal. Classification analyses confirmed that the taste was identified consistently based on the affective responses within and across participants. This study showed that the taste stimuli in daily life are also located on core affect dimensions of valence and arousal.
This study investigated how COVID-19 imparted the fashion expenditure of households in Korea. During the COVID-19 pandemic, the ratio of fashion expenditure to household income and the ratio of fashion expenditure to household consumption expenditure were estimated using secondary data of national statistics. The household income and expenditure data in Korea were extracted from 2018 to 2021. The household was categorized by generations such as gen Z, gen M, gen X, Baby Boomer, and Silent generation, and the household income status was identified by the income quintile. The outcome revealed that the ratio of fashion usage expenditure to income decreased following COVID-19 equated to before COVID-19 and revealed the significant differences by income quintile. The ratio of fashion consumption to household expenditure significantly differed between the pre-COVID-19 and the post-COVID-19. The difference in the ratio of fashion consumption to household expenditure was important by generations, and it was not affirmed by the income quintile.
Aircraft are representative of human-machine systems. There is a delay between the human operation and the completion of the machine operation such as when the machine starts to operate and when the force is transmitted to the machine and completed. Time perception is an important component of timing tasks and is known to be affected by the anxiety associated with high arousal. This research verified the impact of weather, flight, and time conditions on the anxiety and time perception of in-service pilots in a virtual reality area. Weather conditions were divided into visual flight weather conditions and very low visibility conditions. Experiments 1 and 2 were performed with different flight and time conditions. In Experiment 1, time perception was measured by employing a button added to the control rod in the scenario of hovering and level flight with relatively little transformed in momentum and little delay. In Experiment 2, time perception was measured in the procedure of naturally taking off the helicopter by employing only the control stick in a takeoff scenario where there was a lot of transformation in momentum and a lot of delays. As a result of the experiment, it was reported that anxiety and heart rate increased in very low visibility conditions In particular, among all flight conditions in Experiments 1 and 2, it was reported that time was overestimated in the scenario of increased anxiety. This outcome can lead to overestimation of time under the impact of anxiety and failure of the timing task, which may lead to challenges in maneuvering and possibly lead to accidents.
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