• Title/Summary/Keyword: 음향심리학

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CONCERT HALL ACOUSTICS - Physics, Physiology and Psychology fusing Music and Hall - (콘서트홀 음향 - 음악과 홀을 융합시키는 물리학, 생리학, 심리학 -)

  • 안도요이찌
    • Proceedings of the Acoustical Society of Korea Conference
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    • 1992.06a
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    • pp.3-8
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    • 1992
  • The theory of subjective preference with temporal and spatial factors which include sound signals arriving at both ears is described. Then, auditory evoked potentials which may relate to a primitive subjective response namely subjective preference are discussed. According to such fundamental phenomena, a workable model of human auditory-brain system is proposed. For eample, important subjective attributes, such as loudness, coloration, threshold of preception of a reflection and echo distrubance as well as subjective preference in relation to the initial time delay gap between the direct sound and the first reflection, and the subsequent reverberation time are well described by the autocorrelation function of source signals. Speech clarity, subjective diffuseness as well as subjective preference are related to the magnitude of inter-aural crosscorrelation function (IACC). Even the caktail party effects may be eplained by spatialization of human brain, i.e., independence of temporal and spatial factors.

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Effect of Multimodal cues on Tactile Mental Imagery and Attitude-Purchase Intention Towards the Product (다중 감각 단서가 촉각적 심상과 제품에 대한 태도-구매 의사에 미치는 영향)

  • Lee, Yea Jin;Han, Kwanghee
    • Science of Emotion and Sensibility
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    • v.24 no.3
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    • pp.41-60
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    • 2021
  • The purpose of this research was to determine whether multimodal cues in an online shopping environment could enhance tactile consumer mental imagery, purchase intentions, and attitudes towards an apparel product. One limitation of online retail is that consumers are unable to physically touch the items. However, as tactile information plays an important role in consumer decisions especially for apparel products, this study investigated the effects of multimodal cues on overcoming the lack of tactile stimuli. In experiment 1, to explore the product, the participants were randomly assigned to four conditions; picture only, video without sound, video with corresponding sound, and video with discordant sound; after which tactile mental imagery vividness, ease of imagination, attitude, and purchase intentions were measured. It was found that the video with discordant sound had the lowest average scores of all dependent variables. A within-participants design was used in experiment 2, in which all participants explored the same product in the four conditions in a random order. They were told that they were visiting four different brands on a price comparison web site. After the same variables as in experiment 1, including the need for touch, were measured, the repeated measures ANCOVA results revealed that compared to the other conditions, the video with the corresponding sound significantly enhanced tactile mental imagery vividness, attitude, and purchase intentions. However, the discordant condition had significantly lower attitudes and purchase intentions. The dual mediation analysis also revealed that the multimodal cue conditions significantly predicted attitudes and purchase intentions by sequentially mediating the imagery vividness and ease of imagination. In sum, vivid tactile mental imagery triggered using audio-visual stimuli could have a positive effect on consumer decision making by making it easier to imagine a situation where consumers could touch and use the product.

Sound Metric Design for Quantification of Door Closing Sound Utilizing Physiological Acoustics (생리음향을 이용한 도어 닫힘음의 정량적 평가를 위한 새로운 음질요소의 개발)

  • Shin, Tae-Jin;Lee, Seung-Min;Lee, Sang-Kwon
    • Transactions of the Korean Society for Noise and Vibration Engineering
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    • v.23 no.1
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    • pp.73-83
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    • 2013
  • In previous works, psychoacoustic parameters have been used for objective quantification. However, these parameters do not agree well with subjective assessment. Therefore, the correlation between psychoacoustic parameters and the subjective rating of door closing sounds of sampled cars is low, and it is not sufficient to use psychoacoustic parameters as an objective metric to quantify the sound quality of door closing sounds. In this paper, a new method is proposed to objectively quantify the sound quality based on physiological acoustics and statistical signal processing. The gammatone filter, as a pre-processing, is used in models of the auditory system and kurtosis, which is the fourth-order moment of temporal signal, and is used to extract information about sound quality quantification for door closing sounds. The new metric obtained through the proposed method is highly correlated with subjective rating, and it is successfully applied to the quantification of the sound quality of door closing sounds.

음성정보처리기술 응용서비스

  • 구명완;김재인
    • Korea Information Processing Society Review
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    • v.11 no.2
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    • pp.17-24
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    • 2004
  • 음성정보처리 기술은 사람의 말을 음향, 언어, 심리학 및 공학적인 측면에서 연구하여 사람과 기계사이의 인터페이스를 자연스럽게 하는 것을 목표로 하고 있으며, 음성인식, 음성합성 및 언어처리 기술로 이루어져 있다. 음성인식기술이란 사람의 말을 이해하는 것뿐만 아니라 화자를 식별하고 인증하는 기술도 포함하고 있으며, 음성합성 기술이란 문자로부터 음성을 생성하는 기술을 의미한다. 그리고 언어처리 기술은 음성인식, 음성합성기술 속에 포함될 수 있으나 최근 마크업 언어를 활용하여 음성인식, 합성 등을 제어하는 경향이 도래함에 따라 언어처리 기술을 따로 분류하기도 한다[1][2].(중략)

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A Comparative Study on Methods of Jury Test used for Sound Preferences (소리 선호도 조사에 사용하는 청음평가법의 비교 연구)

  • Jo, Hyeonho;Seong, Wonchan;Kim, Seonghyeon;Park, Dongchul;Kang, Yeonjune
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2014.04a
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    • pp.165-170
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    • 2014
  • Quantifying the perception of human is of great interest for the optimal characterization of the interaction of persons with their environment. The direct approach to such measurements is based on jury-test methods. In this study we considered which jury-test method is more efficient and exact way to measure the preferences for operating sound of car. Moreover we needed to research selection criteria of jury-test methods in accordance with the properties of sound samples. We choose two sample sounds; door locks which generate simple impact sounds and window lifts which are consisted of long and complex sound. For each sound sample we conducted two jury-test methods respectively and discussed about the results.

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A Study on Threshold of Hearing of Sun shade Motor Sound Using Masking Effect (마스킹 효과를 이용한 선셰이드 모터음의 최소가청치 특성에 관한 연구)

  • Jo, Hyeonho;Seong, Wonchan;Kim, Seonghyeon;Park, Dongchul;Kang, Yeonjune
    • Proceedings of the Korean Society for Noise and Vibration Engineering Conference
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    • 2013.04a
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    • pp.116-121
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    • 2013
  • Panaroma Sun roof's sun shade motor elicits two major sounds when operating: the tonal sound and the white noises. Generally, the sound related to the sharpness contributes the most to the quality of motors' tonal sound. The primary purpose of this study was to set the loudness of the motor's objective tonal sound utilizing the masking effect by its white noises. To conduct this study, the sound made by the operating sun shade motor was categorized into two different subsets of masker and test tone to examine the masking threshold. Also, the shifts of masking threshold were observed with the varying masker loudness.

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A Study of Sound Expression in Webtoon (웹툰의 사운드 표현에 관한 연구)

  • Mok, Hae Jung
    • Cartoon and Animation Studies
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    • s.36
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    • pp.469-491
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    • 2014
  • Webtoon has developed the method that makes it possible to express sound visually. Also we can also hear sound in webtoon through the development of web technology. It is natural that we analyze the sound that we can hear, but we can also analyze the sound that we can not hear. This study is based on 'dual code' in cognitive psychology. Cartoonists can make visual expression on the basis of auditive impression and memory, and readers can recall the sound through the process of memory and memory-retrieval. This study analyzes both audible sound and inaudable sound. Concise analysis owes the method to film sound theory. Three main factor, Volume, pitch, and tone are recognized by frequency in acoustics. On the other hand they are expressed by the thickness and site of line and image of sound source. The visual expression of in screen sound and off screen sound is related to the frame of comics. Generally the outside of frame means off sound, but some off sound is in the frame. In addition, horror comics use much sound for the effect of genre like horror film. When analyzing comics sound using this kinds of the method film sound analysis, we can find that webtoon has developed creative expression method comparing with simple ones of early comics. Especially arranging frames and expressing sound following and vertical moving are new ones in webtoon. Also types and arrangement of frame has been varied. BGM is the first in using audible sound and recently BGM composed mixing sound effect is being used. In addition, the program which makes it possible for readers to hear sound according to scroll moving. Especially horror genre raise the genre effects using this technology. Various methods of visualizing sound are being created, and the change shows that webtoon could be the model of convergence in contents.

A study on an application of 'Virtual Reality Therapy' concerning a technology of real-time interaction. (실시간 상호작용 기술의 '가상현실치료' 적용에 관한 연구)

  • Kim, Jeong-Hwan
    • Cartoon and Animation Studies
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    • s.22
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    • pp.81-97
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    • 2011
  • The technology of 'Virtual Reality' has placed in advanced tools for human beings' joy and anger together with sorrow and pleasure in our generation. It has recently tried in a variety ways to use as an implication for treatment in the field of Cognitive Psychology. Especially, it widely approaches to human in terms of that a sense of reality in a virtual world through the five senses should reinterpret the meaning of cognition in the real world. Based on this paradigm shift, it allows for new treatment using the technology of virtual reality. A typical example is a field of Therapy in order to overcome panic disorder. It has advantages that in particular development of flexible interaction technologies in a virtual space can lead patients to experience psychological environments rather than physical one. the interaction technology provides environments in which users' five senses can be actively stimulated, it is very useful that information from the experiences in the virtual world allows people to learn through real experiences by renewing potential energies, advantages of Virtual Reality Therapy can be customized treatment by depending on symptoms in patients with panic disorder and are capable of differentiate application for the cure at each stage. It is to treat by leading patients to get accustomed to environments and situations in real world through care process with each symptom and stage. It is helpful that based on A Human-Sensibility Ergonomics, technologies like immersive virtual reality equipment, force-relative feedback and stereophonic sound, and like stimulating the sense of smell make people to induce experiences by stimulating human's five senses. There are many advantages of immersion in virtual world in that the phenomenon such as challenge, interaction, reality, illusion, and cooperation is expanded. As an application for therapy by growing such augmented reality, virtual space and sharing of data through the Internet and also inexpensive its availability have recently expanded the base. There are other benefits of Virtual Reality Therapy offering active interaction environments for cognitive experience which can provide appropriately adjusted environments for patients who are hard to overcome the real situation because of phobia. In addition to that it is safe and economical and patients' confidentiality is assured. Moreover, due to the principles of applying real-time navigation the Virtual Reality Therapy makes modification and supplementation easier and also it can reduce cybersickness because of the supply of Lenticular allowing people to see stereoscopy without eyeglasses, which makes sense of presence clearer. On top of that due to the development of interactive technologies, it is becoming close to sense of reality similar to real world by leading users to navigate by themselves and to operate objects in a virtual space. This paper will therefore examine, although it is of limited, characteristics of application of virtual reality technology based on A Human-Sensibility Ergonomics used for treatment for a disorder. this paper will analyse a range of its application and problems and it will suggest the future possibilities.

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