• Title/Summary/Keyword: 오재혁

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Distinguishing features and variability of intonation patterns in Korean phonological phrases: The effects of syllable count and segmental content (한국어 음운구 억양 유형의 변별적 특성과 변이 조건에 대한 연구: 음절 수와 분절음 종류의 영향을 중심으로)

  • Oh, Jeahyuk
    • Phonetics and Speech Sciences
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    • v.14 no.3
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    • pp.27-40
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    • 2022
  • This study identifies distinguishing features and variability of intonation patterns in Korean phonological phrases. Syllable count and segmental content, which are phonological conditions, of the intonation of phonological phrases were examined. Based on the four syllables, the intonation of a phonological phrase can be set to LHLH as the basic form, and syllable count acts as a condition for making a variation. The "3 syllables or less condition" changes the intonation from a curved line to a straight line. Variation occurs in pitch bandwidth and fluctuation according to segmental content. The first segment affects the phonological phrase formation bandwidth, and the following segment affects the pitch fluctuation. If the first segment has [+aspirate], [+tense], [+continuant], the intonation is formed in the high band, otherwise, it is formed in the low band. If the second or after segment in the intonation realized in the high band has [-aspirate], [-tense], [-continuant], the pitch is lowered to the lowest level of the low bandwidth. In the intonation realized in the low band, [+aspirate], [+tense], [+continuant] is blocked by the second descent of LHLH.

Tonal Characteristics Based on Intonation Pattern of the Korean Emotion Words (감정단어 발화 시 억양 패턴을 반영한 멜로디 특성)

  • Yi, Soo Yon;Oh, Jeahyuk;Chong, Hyun Ju
    • Journal of Music and Human Behavior
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    • v.13 no.2
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    • pp.67-83
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    • 2016
  • This study investigated the tonal characteristics in Korean emotion words by analyzing the pitch patterns transformed from word utterance. Participants were 30 women, ages 19-23. Each participant was instructed to talk about their emotional experiences using 4-syllable target words. A total of 180 utterances were analyzed in terms of the frequency of each syllable using the Praat. The data were transformed into meantones based on the semi-tone scale. When emotion words were used in the middle of a sentence, the pitch pattern was transformed to A3-A3-G3-G3 for '즐거워서(joyful)', C4-D4-B3-A3 for '행복해서(happy)', G3-A3-G3-G3 for '억울해서(resentful)', A3-A3-G3-A3 for '불안해서(anxious)', and C4-C4-A3-G3 for '침울해서(frustrated)'. When the emotion words were used at the end of a sentence, the pitch pattern was transformed to G4-G4-F4-F4 for '즐거워요(joyful)', D4-D4-A3-G3 for '행복해요(happy)', G3-G3-G3-A3 and F3-G3-E3-D3 for '억울해요(resentful)', A3-G3-F3-F3 for '불안해요(anxious)', and A3-A3-F3-F3 for '침울해요(frustrated)'. These results indicate the differences in pitch patterns depending on the conveyed emotions and the position of words in a sentence. This study presents the baseline data on the tonal characteristics of emotion words, thereby suggesting how pitch patterns could be utilized when creating a melody during songwriting for emotional expression.

The Mobile Game Using a Jeju's Traditional Raft 'Tewoo': 'TewooGwang' (제주 전통 떼배인 '테우'를 이용한모바일 게임 : 테우광)

  • Oh, Jae-Hyuk;Lim, Ji-Hoon;Ko, Seok-Ha;Kim, Dong-Yun;Kim, Keun-Hyung;Kim, Seong-Baeg
    • Proceedings of the Korea Contents Association Conference
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    • 2006.11a
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    • pp.176-179
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    • 2006
  • Tewoo refers to a traditional group of Jeju's rafts for fishing in the rough Jeju sea in the past. We propose a mobile game called 'TewooGwang' based on a fishing boat called 'Tewoo', which has a scenario of conquering the Jeju sea using unique characters symbolizing the Jeju's ocean culture. This game is a new game, which uses a character of the fishing boat 'Tewoo', the background based on only Jeju's features, the high portability of PDA, and multimedia technology. It is different from simple sports games and has various game scenarios according to interactions of Tewoo character. The structure of this game represents a storytelling, which integrates Jeju culture into cyberspace. There are stories in this game and users also can make their own stories. Thus, this game enables hi-directional communications. It presents an imaginative space, which can induce a conflictive structure made by each user, and spatial provability. Many young Jeju tourists will enjoy it because this game provides a dynamic story. Furthermore, we can contribute to serving the value-added Jeju culture of being upgraded one step through this Jeju culture based game.

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Bond Behavior between Parent Concrete and Carbon Fiber Mesh (탄소섬유메쉬와 콘크리트의 부착거동)

  • Yun, Hyun-Do;Sung, Soo-Yong;Oh, Jae-Hyuk;Seo, Soo-Yeon;Kim, Tae-Yong
    • Journal of the Korea Concrete Institute
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    • v.15 no.6
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    • pp.769-777
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    • 2003
  • The strengthening of concrete structures in situ with externally bonded carbon fiber is increasingly being used for repair and rehabilitation of existing structures. Because carbon fiber is attractive for this application due to its good tensile strength, resistances to corrosion, and low weight. Generally bond strength and behavior between concrete and carbon fiber mesh(CFM) is very important, because of enhancing bond of CFM. Therefore if bond strength is sufficient, it will be expect to enhance reinforcement effect. Unless sufficient, expect not to enhance reinforcement effect, because of occuring bond failure between concrete and CFM. In this study, the bond strength and load-displacement response of CFM to the concrete by the direct pull-out test(the tensile-shear test method) were investigated using the experiment and the finite element method analysis with ABAQUS. The key variables of the experiment are the location of clip, number of clips and thickness of cover mortar. The general results indicate that the clip anchorage technique for increasing bond strength with CFM appear to be effective to maintain the good post-failure behavior.