• Title/Summary/Keyword: 시각 및 청각정보

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Consistency of Responses to Affective Stimuli Across Individuals using Intersubject Representational Similarity Analysis based on Behavioral and Physiological Data (참가자 간 표상 유사성 분석을 이용한 정서 자극 반응 일치성 비교: 행동 및 생리 데이터를 기반으로)

  • Junhyuk Jang;Hyeonjung Kim;Jongwan Kim
    • Science of Emotion and Sensibility
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    • v.26 no.3
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    • pp.3-14
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    • 2023
  • This study used intersubject representational similarity analysis (IS-RSA) to identify participant-response consistency patterns in previously published data. Additionally, analysis of variance (ANOVA) was utilized to detect any variations in the conditions of each experiment. In each experiment, a combination of ASMR stimulation, visual and auditory stimuli, and time-series emotional video stimulation was employed, and emotional ratings and physiological measurements were collected in accordance with the respective experimental conditions. Every pair of participants' measurements for each stimulus in each experiment was correlated using Pearson correlation coefficient as part of the IS-RSA. The results of study revealed a consistent response pattern among participants exposed to ASMR, visual, and auditory stimuli, in contrast to those exposed to time-series emotional video stimulation. Notably, the ASMR experiment demonstrated a high level of response consistency among participants in positive conditions. Furthermore, both auditory and visual experiments exhibited remarkable consistency in participants' responses, especially when subjected to high arousal levels and visual stimulation. The findings of this study confirm that IS-RSA serves as a valuable tool for summarizing and presenting multidimensional data information. Within the scope of this study, IS-RSA emerged as a reliable method for analyzing multidimensional data, effectively capturing and presenting comprehensive information pertaining to the participants.

The Study of Support Vector Machine-based HOG (Histogram of Oriented Gradients) Feature Vector for Recognition by Numerical Sign Language (숫자 수화 인식을 위한 서포트 벡터 머신 기반의 HOG(Histogram of Oriented Gradients) 특징 벡터 연구)

  • Lee, SeungHwan;Yoo, JaeChern
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2019.07a
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    • pp.271-272
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    • 2019
  • 현재 4차 산업혁명으로 인해 많은 이들의 삶의 질이 이전보다 개선되었음에도 불구하고, 소외된 계층을 위한 개발은 타 분야에 비해서 더뎌지고 있는 실정이다. 현대의 청각 장애인과 언어 장애인들은 시각 언어인 수화를 이용하여 의사소통을 한다. 그러나 수화는 진입 장벽이 높기 때문에, 이를 사용하지 않는 사람들은 청각 장애인 및 언어 장애인과 의사소통을 하는데 어려움을 겪는다. 본 논문은 이러한 불편함을 줄이기 위해 서포트 벡터 머신(Support Vector Machine, SVM) 기반의 HOG(Histogram of Oriented Gradients) 특징 벡터를 이용하여 수화의 기본인 숫자를 분류할 수 있는 시스템을 구현하여 수화를 번역할 수 있는 가능성을 제안한다.

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The System of Converting Muscular Sense into both Color and Sound based on the Synesthetic Perception (공감각인지 기반 근감각신호에서 색·음으로의 변환 시스템)

  • Bae, Myung-Jin;Kim, Sung-Ill
    • Journal of the Korean Institute of Intelligent Systems
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    • v.24 no.5
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    • pp.462-469
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    • 2014
  • As a basic study on both engineering applications and representation methods of synesthesia, this paper aims at building basic system which converts a muscular sense into both visual and auditory elements. As for the building method, data of the muscular sense can be acquired through roll and pitch signals which are calculated from both three-axis acceleration sensor and the two-axis gyro sensor. The roll and pitch signals are then converted into both visual and auditory information as outputs. The roll signals are converted into both intensity elements of the HSI color model and octaves as one of auditory elements. In addition, the pitch signals are converted into both hue elements of the HSI color model and scales as another one of auditory elements. Each of the extracted elements of the HSI color model is converted into each of the three elements of the RGB color model respectively, so that the real-time output color signals can be obtained. Octaves and scales are also converted and synthesized into MIDI signals, so that the real-time sound signals can be obtained as anther one of output signals. In experiments, the results revealed that normal color and sound output signals were successfully obtained from roll and pitch values that represent muscular senses or physical movements, depending on the conversion relationship based on the similarity between color and sound.

A Study for extracting emotional information evoked by multi-sensory stimulation (복합감각 자극하에서의 감성정보 도출에 관한 연구)

  • 손기호;김지훈;임재중;김남균
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1999.03a
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    • pp.261-264
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    • 1999
  • 복합 감각 자극하의 감성정보를 도출하기 위한 기초연구로서 시각과 청각자극에 따른 주관적 평가 및 생리신호를 계측하였다. 심리적 평가와 생리신호 계측으로 단일 자극에 더하여 동적, 정적감성의 심화를 유도하는 결과를 보였고, 부가된 자극을 반영하는 생리신호로 HRV가 유용함을 발견하였다.

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Android Based Korean Education Application for Foreigners (외국인을 위한 안드로이드 기반 한국어 교육 애플리케이션)

  • Choi, Sun-A;Lee, Hwa-Min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2011.11a
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    • pp.1480-1483
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    • 2011
  • 스마트 기기 사용자가 급증하면서 애플리케이션의 수도 급격히 많아지고 있다. 다양한 종류의 교육용 애플리케이션이 많이 개발되어 졌지만 외국인을 위한 한국어 교육 애플리케이션의 수는 매우 적다. 이에 본 논문은 외국인 사용자가 한국어를 학습할 수 있는 애플리케이션을 설계 구현하였다. 한국어 어휘능력이 부족한 외국인을 주 대상으로 단어와 예문 및 시각적인 요소인 이미지와 청각적인 요소인 듣기를 결합하여 학습 효과를 극대화시킴으로써 효과적인 어휘능력의 향상을 목표로 구현하였다.

Cases of Design and Implementation of Sports using Virtual Reality (가상현실을 이용한 스포츠 설계 및 구현 사례)

  • Jin, Hwa-Soo;Park, Jin-Gon;LEE, Yong-Hee;Song, Eun-Jee
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
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    • 2017.10a
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    • pp.661-662
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    • 2017
  • 가상현실(VR)은 현실 세계를 인공적인 기술을 활용하여 실제로 얻기 힘든 경험이나 환경 등을 제공해 인체의 오감(시각, 청각, 후각, 미각, 촉각)을 자극함으로써 실제와 같이 체험하게 하는 기술로써 게임, 영화, 스포츠, 테마파크와 같이 엔터테인먼트 목적으로 개발되는 경우가 많다. 본 논문에서는 Oculus Touch 및 Oculus Rift를 이용한 VR(Virtual Reality) 올림픽 종목의 스포츠를 설계하고 구현한 시스템을 제안한다. 올림픽 종목 중에 인기종목인 양궁, 사격, 테니스, 탁구 총 4가지 종목으로 구성되어 있으며, 특히 AI를 이용한 경쟁을 통해 종목별 스코어(점수)를 평가함으로서 경쟁구도를 형성한다. 또한, 시각적인 자극을 통해 흥미를 이끌어내고 현실적인 환경을 구현함으로써 유저가 실제 현장에 있는 것 같은 느낌을 제공하며, 세계적인 올림픽 스포츠를 유저들이 직접 즐기고 느낄 수 있다.

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Comparative Analysis of Written Language and Colloquial Language for Information Communication of Multi-Modal Interface Environment (다중 인터페이스 환경에서의 문자언어와 음성언어의 차이에 관한 비교 연구)

  • Choi, In-Hwan;Lee, Kun-Pyo
    • Archives of design research
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    • v.19 no.2 s.64
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    • pp.91-98
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    • 2006
  • The product convergence and complex application environment raise the need of multi-modal interface which enables us to interact products through various human senses. The sense of vision has been used predominantly more than any other senses for the traditional and general information gathering situation, but in the future which will be developed based on the digital network technology, the practical use of the various senses will be desired for more convenient and rational usage of the information appliances. The sense of auditory which possibility of practical use is becoming higher than ever with the sense of vision, the possible usage will be developed broader and in the various ways in the future. Based on this situation, the characteristics of the written language and the colloquial language and the comparative analysis of the difference between male and female's reaction for each language were examined through this study. To achieve this purpose, the literature research about the diverse components of the language system was peformed. Then, some peculiar characters of the sense of vision and auditory were reviewed and the appropriate experimentation was planned and carried out. The result of the accomplished experimentation was examined by the objective analysis method. The main results of this study are as follows: first, the reaction time for written language is shorter than colloquial language, second, there is a partial difference between the male's and female's reaction for those two stimuli, third, there is no selection bias between the sense of sight and the sense of hearing. I think the continuous development of the broad and diverse ways of study for various senses is needed based on this study.

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Learners' Perceptions toward Non-speech Sounds Designed in e-Learning Contents (이러닝 콘텐츠에서 비음성 사운드에 대한 학습자 인식 분석)

  • Kim, Tae-Hyun;Rha, Il-Ju
    • The Journal of the Korea Contents Association
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    • v.10 no.7
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    • pp.470-480
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    • 2010
  • Although e-Learning contents contain audio materials as well as visual materials, research on the design of audio materials has been focused on visual design. If it is considered that non-speech sounds which are a type of audio materials can promptly provide feedbacks of learners' responses and guide learners' learning process, the systemic design of non-speech sounds is needed. Therefore, the purpose of this study is to investigate the learners' perceptions toward non-speech sounds contained the e-Learning contents with multidimensional scaling method. For this purpose, the eleven non-speech sounds were selected among non-speech sounds designed Korea Open Courseware. The 66 juniors in A university responded the degree of similarity among 11 non-speech sounds and the learners' perceptions towards non-speech sounds were represented in the multidimensional space. The result shows that learners perceive separately non-speech sounds by the length of non-speech sounds and the atmosphere which is positive or negative.

Speech Recognition based Message Transmission System for the Hearing Impaired Persons (청각장애인을 위한 음성인식 기반 메시지 전송 시스템)

  • Kim, Sung-jin;Cho, Kyoung-woo;Oh, Chang-heon
    • Journal of the Korea Institute of Information and Communication Engineering
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    • v.22 no.12
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    • pp.1604-1610
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    • 2018
  • The speech recognition service is used as an ancillary means of communication by converting and visualizing the speaker's voice into text to the hearing impaired persons. However, in open environments such as classrooms and conference rooms it is difficult to provide speech recognition service to many hearing impaired persons. For this, a method is needed to efficiently provide it according to the surrounding environment. In this paper, we propose a system that recognizes the speaker's voice and transmits the converted text to many hearing impaired persons as messages. The proposed system uses the MQTT protocol to deliver messages to many users at the same time. The end-to-end delay was measured to confirm the service delay of the proposed system according to the QoS level setting of the MQTT protocol. As a result of the measurement, the delay between the most reliable Qos level 2 and 0 is 111ms, confirming that it does not have a great influence on conversation recognition.

Development of Tactile Display for the Blind in Japan (일본의 시각장애인을 위한 촉각디스플레이 개발)

  • Han, S.M.
    • Journal of rehabilitation welfare engineering & assistive technology
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    • v.4 no.1
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    • pp.63-70
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    • 2010
  • Research and development of Assistive Technology (AT) for blind people is primarily focused on assisting mobility and improving access to information. Some particularly useful devices for aiding access to information and communication are DAISY players used with talking books, screen readers for reading screens, video magnifiers to aid low vision, Braille displays, and Braille PDAs. These essential devices have been successfully commercialized and have assisted many visually impaired people. Assistive technology devices for visually impaired people are called sensory substitution devices, because these devices substitute tactile or auditory functions for visual functions. The tactile interfaces of sensory substitution devices such as Braille displays and Braille PDAs have a bimorph type of piezoelectric actuator that forms a Braille (pin) of the Braille cells by moving up and down. KGS Corporation of Japan has more than 80% share of the worldwide market for these Braille cell actuators. Commercializing it for the first time in the world. This paper reviews the various endeavors in Japan in the research and development of tactile displays, such as Braille displays and Braille PDAs. Furthermore, it discusses sensory substitution devices that use tactile displays, focusing especially on the rotating Braille display we have developed.