• 제목/요약/키워드: Arousal state

검색결과 70건 처리시간 0.022초

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

  • 안현철
    • Journal of Information Technology Applications and Management
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    • 제21권4호
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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.

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

  • 오강섭;이소희;이시형
    • 수면정신생리
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    • 제2권1호
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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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폭력성게임 내에서의 사실적 묘사 방식이 사용자 각성(arousal)과 현존감(presence) 및 기억(memory)에 미치는 영향에 관한 연구 (Realism Cues and Memory in Computer Games : Effects of Violence Cues on Arousal, Engagement, and Memory)

  • 정의준;프랑크 비오카;김민규
    • 한국게임학회 논문지
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    • 제11권4호
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    • pp.127-142
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    • 2011
  • 본 연구는 폭력성 게임 내에서 사실적인 묘사(선혈 색, 비명 소리, 일인칭 시점) 방식이 사용자 각성(arousal), 현존감(presence), 그리고 게임 내에서의 사건 장소에 대한 기억력(memory)에 미치는 영향력을 테스트 하였다. 또한 사용자가 느끼는 현존감과 각성의 관계도 분석되었는데, 최신 3D 슈팅 게임인 CounterStrike를 변형시켜 실험을 진행하였다. 실험 결과, 사실적인 선혈(붉은색)과 소리(날카로운 비명)는 사용자의 경험 정도에 관계없이 각성 정도를 증대시키는 것으로 나타났으며, 각성 정도는 사용자의 현존감과 유의미한 상관 관계를 보여주었다. 특히, 현존감의 세부 요인인 관여도(engagement)는 기억력을 높이는데 가장 결정적인 역할을 하였으며, 각성과 기억력을 매개하는 변수인 것으로 분석되었다. 그러나, 일인칭 시점은 각성에는 영향을 주지 않았으며 관여도에 부적인 영향을 주는 것으로 나타났다.

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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    • 제24권4호
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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.

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

  • 홍은경
    • 대한감각통합치료학회지
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    • 제13권2호
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    • pp.75-84
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    • 2015
  • 목적 : 본 연구의 목적은 감각조절과 각성과의 신경학적인 메커니즘을 알아보는 것이다. 본 론 : 감각통합치료에서 아동의 적절한 각성유지는 중요한 이슈이다. 감각입력을 통한 각성 조절을 위해 둘레계 및 그물체는 중요한 관계가 있고, 특히 그물체에서 대뇌피질로 가는 오름그물활성계통은 주요 처리 경로이다. 이때 콜린성 뉴런 및 단가아민계 뉴런 집단 등에서 분비되는 다양한 신경전달물질이 영향을 미친다. 각성을 위한 메커니즘은 중추신경계 및 자율신경계 기능을 측정하는 뇌파나 피부전기반응 등으로 측정한다. 객관적 신경생리학적 측정을 통해 일반아동과 장애아동에서 중추신경계 및 자율신경계 기능이 차이가 있음이 보고되었다. 감각통합치료를 통해 장애아동에게 적절한 감각을 입력하는 것은 그물체와 둘레계, 대뇌피질을 활성화시켜 최적의 각성상태를 유지하도록 돕는다. 결 론 : 객관적 측정도구를 사용한 연구결과의 제시는 감각통합치료에 대한 근거기반 임상을 위한 기초자료가 된다.

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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    • 제15권2호
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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.

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

  • 홍성택
    • 한국콘텐츠학회논문지
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    • 제11권9호
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    • pp.469-484
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    • 2011
  • 본 연구는 국가대표 후보 여자양궁선수 3명을 대상으로 체계적인 심박수 바이오피드백기법을 활용한 각성조절훈련을 양궁현장에 적용함으로써 그 효과성을 검증하는 동시에 경기수행력을 향상시키는데 그 목적이 있다. 훈련 프로그램은 국내 외 문헌 분석과 스포츠심리전문가 1인, 양궁 지도자 3인으로 구성된 전문가 회의를 통해 최종 선정되었다. 세부 내용으로는 기초이론교육, 호흡조절법, 점진적 이완기법, 심박수 바이오피드백기법, 인지재구성, 루틴 등이며, 총 24주의 훈련기간을 기초훈련단계, 숙련 1 훈련단계, 숙련 2 훈련단계, 실전훈련단계로 구분하여 실시하였다. 심박수 바이오피드백훈련기기는 (주)스포닉스에서 개발한 심박수 측정기기(XCOACH)를 사용하였다. 훈련의 효과를 분석하기 위해 경쟁상태불안검사지, 국내양궁대회에서의 성적 및 기록, 선수 관찰 및 면담과 선수 자기평가 등이 이루어졌다. 이러한 연구 과정을 통해 분석된 결과, 인지적 상태불안요인과 신체적 상태불안요인의 평균점수는 낮아졌으며, 자신감요인은 높아진 것으로 나타났다. 양궁대회에서의 성적 및 기록 역시 현저하게 향상된 것으로 나타났다. 선수 관찰, 면담, 자기평가의 분석 결과, 본 훈련에 대한 참여도와 효과 인식도가 매우 높았으며, 훈련에 의해 적용된 각성조절방법을 시합 중에 적극 활용하여 심리적 안정과 최상의 수행력을 발휘하였다. 따라서 심박수 바이오피드백기법을 활용한 각성조절훈련은 양궁선수의 심리기술력과 경기력 향상에 긍정적인 것으로 나타났다.

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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    • 제8권6호
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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
    • 한국의류학회지
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    • 제35권6호
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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.

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

  • 장한진;김시성;노기영
    • 한국게임학회 논문지
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    • 제15권2호
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    • pp.19-32
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    • 2015
  • 실재감, 몰입, 각성은 비디오가 제공하는 흥미로운 사용자 경험이다. 사용자들은 개인의 관심에 응해줄 수 있는 미디어에 대한 요구가 강해지고 있다. 본 연구는 이러한 사용자의 요구를 바탕으로 설문조사방법과 뇌파측정을 결합하여 비디오 시청과 게임을 비교한 연구이다. 연구결과, 비디오 게임이 비디오 시청에 비해 실재감, 몰입, 각성이 높은 수준으로 확인되었으며, 몰입의 상태와 관련이 있다고 알려진 뇌파 역시 높은 수준으로 확인되었다. 마지막으로 게임몰입에 영향을 주는 요인으로 실재감, 각성, 뇌파(${\alpha}$, ${\beta}$, ${\delta}$)변인이 영향을 주는 것으로 확인되었다. 이 연구는 자기보고와 더불어 뇌파측정을 통해 실증적으로 분석하고 관련분야의 이론적, 방법론적 발전에 기여하고자 하였다.