• Title/Summary/Keyword: Arousal State

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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.

Psychophysiologic States of Insomnia Patients -Pre-Sleep Arousal, Self Efficacy, Sleep Hygiene Awareness and Practice, Depression, and Anxiety- (불면증 환자의 정신생리 상태 -수면 직전 각성 정도, 자기 효율 정도, 수면 위생, 불안과 우울 정도-)

  • Oh, Kang-Seob;Lee, So-Hee;Lee, Si-Hyung
    • Sleep Medicine and Psychophysiology
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    • v.2 no.1
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    • pp.82-90
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    • 1995
  • Objectives : Insomnia is significantly influenced by the pre-sleep arousal, self efficacy, sleep hygiene, depression and anxiety. The authors tried to explore how these factors are related with the clinical features of sleep. Methods : Fifty three patients diagnosed as insomnia by DSM-IV criteria were studied. They filled up the pre-sleep arousal scale(PSAS), sleep efficacy scale(SES), sleep hygiene awareness and practice scale, BDI, and state and trait anxiety scales. Results: 1) The mean values of sleep-related variables were as follows : Sleep latency,136.89 minutes ; frequences of awakening during a night, 2.28 ; minutes to get back to sleep, 42.70 ; total sleep time, 180.19 minutes ; duration of illness, 72.00 months. 2) The mean scores of scales were as follows : PSAS(cognitive), 22.40 ; PSAS(somatic), 17.32 ; SES, 20.16 ; sleep hygiene knowledge, 25.96 ; caffein knowledge, 59.78 ; sleep hygiene practice, 42.12 ; BDI. 18.2 ; state anxiety, 41.24 ; trait anxiety ; 44.50. 3) In the subjects with superimposed depression, the mean frequency of awakening during a night and the mean pre-sleep arousal scale score were higher than in those without depression. 4) Frequency of awakening were correlated positively with a PSAS(a tight tense feeling in your muscle) and sleep hygiene awareness. PSAS(cognitive) were correlated positively with a PSAS(somatic). BDI correlated positively with a PSAS item(a jittery, nervous feeling in your body)and a SES item (not allow a poor night's sleep to interfere with daily activities). Anxiety scales were correlated positively with sleep hygiene practice scale sleep, and PSAS were correlated negatively with SES. Conclusions : The mean scores of PSAS, SES, sleep hygiene awareness and practice scale, BDI, state and trait anxiety scales of insomniacs were correlated either positively or negatively in insomnia patients. These factors seem to contribute to the development and maintainence of insomnia.

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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.

Arousal and Valence Classification Model Based on Long Short-Term Memory and DEAP Data for Mental Healthcare Management

  • Choi, Eun Jeong;Kim, Dong Keun
    • Healthcare Informatics Research
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    • v.24 no.4
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    • pp.309-316
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    • 2018
  • Objectives: Both the valence and arousal components of affect are important considerations when managing mental healthcare because they are associated with affective and physiological responses. Research on arousal and valence analysis, which uses images, texts, and physiological signals that employ deep learning, is actively underway; research investigating how to improve the recognition rate is needed. The goal of this research was to design a deep learning framework and model to classify arousal and valence, indicating positive and negative degrees of emotion as high or low. Methods: The proposed arousal and valence classification model to analyze the affective state was tested using data from 40 channels provided by a dataset for emotion analysis using electrocardiography (EEG), physiological, and video signals (the DEAP dataset). Experiments were based on 10 selected featured central and peripheral nervous system data points, using long short-term memory (LSTM) as a deep learning method. Results: The arousal and valence were classified and visualized on a two-dimensional coordinate plane. Profiles were designed depending on the number of hidden layers, nodes, and hyperparameters according to the error rate. The experimental results show an arousal and valence classification model accuracy of 74.65 and 78%, respectively. The proposed model performed better than previous other models. Conclusions: The proposed model appears to be effective in analyzing arousal and valence; specifically, it is expected that affective analysis using physiological signals based on LSTM will be possible without manual feature extraction. In a future study, the classification model will be adopted in mental healthcare management systems.

Correlation Between Sensory Modulation and Arousal : A Literature Review (감각조절과 각성의 관련성에 대한 문헌고찰)

  • Hong, Eunkyoung
    • The Journal of Korean Academy of Sensory Integration
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    • v.13 no.2
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    • pp.75-84
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    • 2015
  • Objective : The aim of this study was to provide mechanism information of a link between arousal and sensory modulation to increase understanding of neurophysiological study. Subject : Optimal arousal state of a child is an important issue in sensory integration therapy. Limbic system and reticular formation are related to sensory modulation by sensory input. Sensory inputs processes from reticular formation to cortex via ascending reticular activation system for moderate arousal. A lot of neurotransmitters such as cholinergic neurons and monoamin neurons help this processes. Mechanism of arousal was measured by functions of central nervous system (CNS) and autonomic nervous system (ANS) using objective tools such as an electroencephalogram (EEG) and electrodermal responses. Functions of CNS and ANS showed differences between normal children and children with disabilities. Optimal sensory input using sensory integration therapy for children with disabilities helps to act reticular formation, limbic system, and cortex and to maintain appropriate arousal. Conclusion : Such quantitative studies by using neurophysiological methods provide evidence for sensory integration therapy.

The Effects of Shopping Motivation and an Experiential Marketing Approach on Consumer Responses toward Small Apparel Retailers

  • Jeong, So Won;Chung, Jae-Eun;Fiore, Ann Marie
    • Fashion, Industry and Education
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    • v.15 no.2
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    • pp.11-24
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    • 2017
  • The objectives of this empirical study were to examine the relationships between shopping motivations, Pine and Gilmore's four experience realms (4Es), the emotional components of pleasure and arousal, and patronage intention toward small apparel retailers. Data from 128 college students were collected through an online survey. Regression analysis results revealed the positive impact of shopping motivations on the hypothesized experiential realms and partial effects of the 4Es on pleasure and arousal. Pleasure and arousal were found to affect patronage intention. This research benefits small retailers by identifying the experiential marketing strategies that positively affect consumer emotional experiences, which are important to consequent patronage intention toward small apparel retailers.

Effect of Arousal Control Training Conjugated Heart Rate Biofeedback for National Substitute Archery Players (심박수 바이오피드백기법을 활용한 국가대표 후보 양궁선수의 각성조절훈련 효과 분석)

  • Hong, Seong-Taek
    • The Journal of the Korea Contents Association
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    • v.11 no.9
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    • pp.469-484
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    • 2011
  • The purpose of this study was to examine the effect of arousal control training conjugated heart rate biofeedback for national substitute three archery players. The arousal control training programs was developed on previous researches and 3 archery experts and 1 sport psychologist had meetings. The training programs contained as orientation, breathing regulation, progressive relaxation technique, heart rate biofeedback, cognitive restructuring, routine and consisted of 24 weeks. XCOACH was utilized as heart rate biofeedback instrument. The effects was examined on competitive state anxiety inventory-2, archery score and ranking, observation, interviews and self assessment. As the results, the score of subfactor was improved on somatic state anxiety, cognitive state anxiety and self-confidence. As the results of observation, interviews and self assessment, the ability of arousal control was enhanced by using effective psychological skills conjugated heart rate biofeedback.

GA-optimized Support Vector Regression for an Improved Emotional State Estimation Model

  • Ahn, Hyunchul;Kim, Seongjin;Kim, Jae Kyeong
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.8 no.6
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    • pp.2056-2069
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    • 2014
  • In order to implement interactive and personalized Web services properly, it is necessary to understand the tangible and intangible responses of the users and to recognize their emotional states. Recently, some studies have attempted to build emotional state estimation models based on facial expressions. Most of these studies have applied multiple regression analysis (MRA), artificial neural network (ANN), and support vector regression (SVR) as the prediction algorithm, but the prediction accuracies have been relatively low. In order to improve the prediction performance of the emotion prediction model, we propose a novel SVR model that is optimized using a genetic algorithm (GA). Our proposed algorithm-GASVR-is designed to optimize the kernel parameters and the feature subsets of SVRs in order to predict the levels of two aspects-valence and arousal-of the emotions of the users. In order to validate the usefulness of GASVR, we collected a real-world data set of facial responses and emotional states via a survey. We applied GASVR and other algorithms including MRA, ANN, and conventional SVR to the data set. Finally, we found that GASVR outperformed all of the comparative algorithms in the prediction of the valence and arousal levels.

Psychological Benefits of One-to-one Marketing in Apparel E-commerce: An Approach with Perceived Usefulness, Pleasure, Arousal, and Attitude toward the E-store

  • Lee, Eun-Jung;Kim, Han-Na;Noh, Mi-Jeong
    • Journal of the Korean Society of Clothing and Textiles
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    • v.35 no.6
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    • pp.646-658
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    • 2011
  • Wide-spread practitioner literature exists for the one-to-one marketing effect from a firm's perspective; however, limited research discusses the psychological effect of one-to-one marketing from a consumer's perspective. The authors test a model that integrates the level of consumer-perceived one-to-one marketing effort (OTO-E), instrumental (i.e., perceived usefulness) and affective benefits (Le., pleasure and arousal), and attitude toward the e-store (ATE). The analysis of an online survey (conducted with 195 U.S. undergraduates) confirms the positive effect of level of OTO-E on the benefits that influence ATE. In addition, it reveals the positive effect of the affective benefits on the instrumental benefit. The results expand the current research on the value of one-to-one marketing by presenting a consumer-oriented approach. As the study was conducted in the U.S. market with intense consumer demands for individuation of service, the results should provide useful managerial/ theoretical implications to Korean apparel e-tailers, concerning their future implementation of one-to-one marketing.

An Experiment of User Experience and Neurophysiological Patterns during Watching and Playing a Video Game (게임콘텐츠의 시청행위와 게임행위의 사용자 경험과 뇌파반응특성)

  • Jang, Han-Jin;Kim, Si-Sung;Noh, Ghee-Young
    • Journal of Korea Game Society
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    • v.15 no.2
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    • pp.19-32
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    • 2015
  • Presence, flow, and arousal are interesting user experiences provided by video and people's demand for media which responds to personal interest is getting strong. This research compares video watching and game play by conducting a survey and measuring brain wave to find out the difference of those user experiences in the two media. As a result, all the three user experiences were proved to be significantly higher in game play than video watching. And those EEG frequencies which are known to be related to the state of flow were also measured higher scalp distribution of the game play group. Finally, presence, arousal, and EEG(${\alpha}$, ${\beta}$, ${\delta}$) were found to have influence on the flow state in game play. This research is intended to prove above relations by experiment and make a contribution to the theoretical and methodological improvement in the related area.