• Title/Summary/Keyword: 말속도

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Characteristics of speech rate and pause in children with spastic cerebral palsy and their relationships with speech intelligibility (경직형 뇌성마비 아동의 하위그룹별 말속도와 쉼의 특성 및 말명료도와의 관계)

  • Jeong, Pil Yeon;Sim, Hyun Sub
    • Phonetics and Speech Sciences
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    • v.12 no.3
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    • pp.95-103
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    • 2020
  • The current study aimed to identify the characteristics of speech rate and pause in children with spastic cerebral palsy (CP) and their relationships with speech intelligibility. In all, 26 children with CP, 4 with no speech motor involvement and age-appropriate language ability (NSMI-LCT), 6 with no speech motor involvement and impaired language ability (NSMI-LCI), 6 with speech motor involvement and age-appropriate language ability (SMI- LCT), and 10 with speech motor involvement and impaired language ability (SMI-LCI) participated in the study. Speech samples for the speech rate and pause analysis were extracted using a sentence repetition task. Acoustic analysis were made in Praat. First, it was found that regardless of the presence of language impairment, significant group differences between the NSMI and SMI groups were found in speech rate and articulation rate. Second, the SMI groups showed a higher ratio of pause time to sentence production time, more frequent pauses, and longer durations of pauses than the NSMI groups. Lastly, there were significant correlations among speech rate, articulation rate, and intelligibility. These findings suggest that slow speech rate is the main feature in SMI groups, and that both speech rate and articulation rate play important roles in the intelligibility of children with spastic CP.

The effects of speakers' age on temporal features of speech among healthy young, middle-aged, and older adults (연령세대에 따른 말 산출의 시간적 특성: 말속도와 쉼을 중심으로)

  • Kim, Yeji;Lee, Song-min;Choi, Min-kyung;Jung, Sang-min;Sung, Jee Eun;Lee, Youngmee
    • Phonetics and Speech Sciences
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    • v.14 no.1
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    • pp.37-47
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    • 2022
  • The purpose of the this study is to observe the effects of healthy adults' age on temporal features of speech and identify which could differentiate older and young adults. We examined speech rates(i.e., overall speaking rate, articulation rate), occurrence of pause, and duration of pause per utterance by utilizing the National Institute of Korean Language's open corpus. We selected a total of 30 healthy adults (10 young, 10 middle-aged, and 10 older adults) in this study. There were significant differences among the groups in the overall speaking rate, articulation rate, total occurrence of pause, the occurrence of pause between syntactic words, total duration of pause, and duration of pause between syntactic words. The older and middle-aged adults showed slower speech rates and longer and more frequent pause than young adults. But there were no significant differences among the three groups in terms of pause within syntactic word. The overall speaking rate significantly differentiated older adults from young adults. These findings suggested that the effect of speakers' age was reflected in gradual changes in the temporal features of their speech.

The influences of speech rate, utterance length and sentence complexity of disfluency in preschool children who stutter and children who do not stutter (문장 따라말하기에서 말속도, 발화길이 및 통사적 복잡성에 따른 말더듬 아동과 일반아동의 비유창성 비교)

  • Kim, Yesul;Sim, Hyunsub
    • Phonetics and Speech Sciences
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    • v.13 no.1
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    • pp.53-64
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    • 2021
  • According to Demand and Capacity Model (DCM), external and internal environments influence the disfluency of children who stutter (CWS). This study investigated the effects of simultaneous changes in motoric and linguistic demands on CWS and children who do not stutter (CWNS). Participants were 4-6 years old CWS and CWNS. A sentence imitation task with changes in speech rate, utterance length, and sentence complexity was used to examine their effects on children's disfluency. When the utterance length changed, CWS showed more disfluency regardless of utterance length and as the speech rate changed, CWS showed more disfluency at fast speech rate than CWNS. When the utterance length and speech rate changed, at fast speech rate, CWS showed more disfluency in both utterances than CWNS. When sentence complexity changed, CWS showed more disfluency than CWNS in complex sentences. Changes in linguistic elements such as speech rate, utterance length, and sentence complexity affect disfluency in CWS, especially when they were exposed to faster, longer, and more complex sentences. This indicates that CWS are vulnerable to fast and complex speech motor control and language processing ability than CWNS. Thus, this study suggests that parents and therapists consider both the speech rate and the utterance length when talking with CWS.

Speech Rate and Pause Characteristics in Speaker with Flaccid Dysarthria (이완형 마비말장애 화자의 말속도와 쉼 특성)

  • Hong, Saemi;Byeon, Haewon
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.15 no.5
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    • pp.2930-2936
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    • 2014
  • The purposes of this study were to investigate the characteristics of speech rate and pause in patients with flaccid dysarthria. For this purpose, 15 patients with flaccid dysarthria and 15 normal speakers matched in gender and age participated as subjects. The overall speech rate, the articulation rate, the inter-sentence and the intra-sentence pause duration and pause frequency were measured during reading the standardized passage "Autumn"(Kim, 1996). As a result, the overall speech rate and articulation rate of patients with flaccid dysarthria were significantly slower than normal speakers and intra-sentence pause duration and frequency of patients with flaccid dysarthria were significantly higher than normal speakers, but those of inter-sentence weren't. The results from this study provides the speech rate index of flaccid dysarthria and indicates that to control the speech rate of flaccid dysarthria have regard to not only the overall speech rate and the articulation rate but also the intra-sentence pause duration and the frequency.

A study on the change of prosodic units by speech rate and frequency of turn-taking (발화 속도와 말차례 교체 빈도에 따른 운율 단위 변화에 관한 연구)

  • Won, Yugwon
    • Phonetics and Speech Sciences
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    • v.14 no.2
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    • pp.29-38
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    • 2022
  • This study aimed to analyze the speech appearing in the National Institute of Korean Language's Daily Conversation Speech Corpus (2020) and reveal how the speech rate and the frequency of turn-taking affect the change in prosody units. The analysis results showed a positive correlation between intonation phrase, word phrase frequency, and speaking duration as the speech speed increased; however, the correlation was low, and the suitability of the regression model of the speech rate was 3%-11%, which was weak in explanatory power. There was a significant difference in the mean speech rate according to the frequency of the turn-taking, and the speech rate decreased as the frequency of the turn-taking increased. In addition, as the frequency of turn-taking increased, the frequency of intonation phrases, the frequency of word phrases, and the speaking duration decreased; there was a high negative correlation. The suitability of the regression model of the turn-taking frequency was calculated as 27%-32%. The frequency of turn-taking functions as a factor in changing the speech rate and prosodic units. It is presumed that this can be influenced by the disfluency of the dialogue, the characteristics of turn-taking, and the active interaction between the speakers.

Q-learning to improve learning speed using Minimax algorithm (미니맥스 알고리즘을 이용한 학습속도 개선을 위한 Q러닝)

  • Shin, YongWoo
    • Journal of Korea Game Society
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    • v.18 no.4
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    • pp.99-106
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    • 2018
  • Board games have many game characters and many state spaces. Therefore, games must be long learning. This paper used reinforcement learning algorithm. But, there is weakness with reinforcement learning. At the beginning of learning, reinforcement learning has the drawback of slow learning speed. Therefore, we tried to improve the learning speed by using the heuristic using the knowledge of the problem domain considering the game tree when there is the same best value during learning. In order to compare the existing character the improved one. I produced a board game. So I compete with one-sided attacking character. Improved character attacked the opponent's one considering the game tree. As a result of experiment, improved character's capability was improved on learning speed.

Diagnosis and Evaluation of Humanities Therapy: The Phonetic Analysis of Speech Rates and Fundamental Frequency According to Preferred Sensation Type (인문치료의 진단 및 평가: 감각유형에 따른 말속도와 기본주파수의 실험음성학적 분석)

  • Lee, Chan-Jong;Heo, Yun-Ju
    • The Journal of the Acoustical Society of Korea
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    • v.30 no.4
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    • pp.231-237
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    • 2011
  • The purpose of this study is to examine the correlation between the preferred sensation type and speech sounds, especially on $F_0$ and the speech rates. Data for the sensation types and speech sounds were collected from 36 undergraduate and graduate students (17 male, 19 female). Subjects were asked to read a given text (400 syllables), describe a drawing, and give answers to some questions. We measured speakers' $F_0$ and speech rates. The results show that type V (Visual) has the correlation with the speech rates when type D (Digital) was ruled out, and type A (Auditory) has the correlation with the speech rates when type D was included. Furthermore, the analysis of the mean values of V, A, K (Visual, Auditory, Kinethetic) indicates that type V is characterized with faster speech rates and higher $F_0$ in all parts except for interview and the same is true for that of V, A, K, D (Visual, Auditory, Kinethetic, Digital) in all parts. In conclusion, this study proved that the preferred sensation type has the correlation with $F_0$ and speech rates. Based on the results of this study, $F_0$ and speech rates can be used to analyze the sensation types for individualized education as well as consultation. In addition, this study has great significance in that it lays a foundation for the study on the correlation between a preferred sensation type and speech sounds.

An Improvement of the Learning Speed through Considered Distance on Jul-Gonu Game (거리를 고려한 줄고누게임의 학습속도 개선)

  • Shin, Yong-Woo;Chung, Tae-Choong
    • Journal of Korea Game Society
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    • v.10 no.1
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    • pp.105-113
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    • 2010
  • It takes quite amount of time to study a board game because there are many game characters and different stages are exist for board games. Also, the opponent is not just a single character that means it is not one on one game, but group vs. group. That is why strategy is needed, and therefore applying optimum learning is a must. If there were equal result that both are considered to be best ones during the course of learning stage, Heuristic which utilizes learning of problem area of Jul-Gonu was used to improve the speed of learning. To compare a normal character to an improved one, a jul-gonu game was created, and then they fought against each other. Improved character considered distance and attacked other one. As a result, improved character's ability was improved on learning speed.

말 실수와 의미 및 음운 정보 처리: 실험식 유도 말실수의 분석

  • Go, Hye-Seon;Lee, Jeong-Mo
    • Annual Conference on Human and Language Technology
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    • 1996.10a
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    • pp.114-122
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    • 1996
  • 그림자극의 명명에 있어서 이름의 의미유사성, 음운유사성, 그리고 처리부담(말속도, 기억 부담)이 말 실수 오류수와 명명 시간에 주는 영향을 알기 위해 2개의 실험이 실시되었다. 의미(유사/상이), 음운(유사/상이) 변인에 추가하여 실험 1에서는 말속도(330ms, 385ms, 770ms)의 변인이, 실험 2에서는 인지적 부담(높음/낮음)의 변인이 조작되었다. 두 실험의 결과, 의미유사성과 음운유사성, 그리고 인지적 처리 부담이 말 실수의 양과 그림자극 명명 시간이 증가시킴이 드러났다. '의미유사' 조건 및 '음운유사 조건'과 '의미-음운 모두 유사' 조건간의 말실수의 양의 차이는 말 산출 과정에서의 어휘 인출 과정에 대한 '독립적 2단계 모형'과 '활성화 상호작용 모형' 중 전자에 의해 더 잘 설명될 수 있음이 논의되었다.

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An improvement of the learning speed through Influence Map on Reinforcement Learning (영향력분포도를 이용한 강화학습의 학습속도개선)

  • Shin, Yong-Woo
    • Journal of Korea Game Society
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    • v.17 no.4
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    • pp.109-116
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    • 2017
  • It takes quite amount of time to study a board game because there are many game characters and many state spaces are exist for board games. Therefore, game must do learning long. But, there is weakness with reinforcement learning. On Learning early, the learning speed becomes slow. If there were equal result that both are considered to be best ones during the course of learning stage, Heuristic which utilizes learning of problem area of Jul-Gonu was used to improve the speed of learning. To compare a normal character to an improved one, a board game was created, and then they fought against each other. As a result, improved character's ability was improved on learning speed.