• Title/Summary/Keyword: 지각훈련

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음질(Voice Quality)에 관한 청지각적 훈련자료개발을 위한 기초연구

  • 심현섭
    • Proceedings of the KSLP Conference
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    • 2003.11a
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    • pp.198-199
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    • 2003
  • 최근에 음성언어장애에 대한 언어치료사의 평가 및 치료 활동이 활발히 이루어지고 있으나, 음성평가 기준 및 치료 자료가 충분치 않은 것이 현실이다. 음성 평가를 실시할 때에도 각 치료실마다 음성 평가에 사용하는 장비가 달라 결과물의 해석에 다소 차이가 있으며, 또한 같은 장비를 사용함에도 불구하고 음성 자료를 수집하는 방법에 있어서 표준화된 절차 및 자료에 따라 평가를 하지 못하고 있는 실정이다. 이러한 표준화된 측정절차에 대한 요구는 개인적인 기준으로 좌우될 수 있는 주관적인 평가에서는 더욱 절실하다. 음성의 지각적 평가에서 중요한 측면 중에 하나는 음성의 질에 정확한 판단 및 이에 대한 자료공유 및 정보교환이다. 현재 음성의 질에 대한 측정평가를 위해 제일 많이 사용되고 있는 방법 중 하나가 GRBAS 방법이 간편하여 임상적으로 많이 사용하나 음성의 질에 대한 세밀한 평가를 하는 데는 한계가 있다. 따라서 본 연구에서는 음질을 평가하는데 있어서 자주 사용되는 음질 용어에 대한 우리말 용어를 통일의 필요성의 시급한 실정에 기초하여 이를 대표할 수 있는 음성샘플 자료의 구축마련을 위한 일종의 발제이다. 이러한 작업을 통해 각 음성 및 언어치료실에서 음성의 질에 대한 청지각적 평가에 공통 기준을 마련하고, 임상교육 적인 목적으로 청지각적 훈련 자료로 이용이 가능할 수 있으리라 사료된다. (중략)

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A Study on the Effects of Training Programs at Franchise Organization (프랜차이즈 조직에 있어서 교육훈련의 성과에 관한 연구)

  • Kim, Gyeong-Cho
    • The Korean Journal of Franchise Management
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    • v.4 no.1
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    • pp.55-71
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    • 2013
  • The purpose of this study is to analyze the effects of satisfaction or dissatisfaction of a franchise organization training program on its achievements. For the training program variables, it takes a motivation, a role perception, and a customer directivity as independent variables, and satisfaction or dissatistaction as a parameter. Also, it regards operation capability improvements, satisfaction of the job, and a will for a long-time employment as a dependent variable, then it presents the results by using SPSS/PC+ statistics methods. The results shows that satisfaction of training programs affect the long-time employment a lot. Therefore, for a long-run growth of the franchise organization, it is important to carry out proper training programs. The introduction(part I) contains the subject proposal and the purpose of the study, and theological background(part II) shows the definition and quality of a franchise organization, and some expectations from training programs such as motivations, role perceptions, and customer directivity. Also, part III presents the study model, hypothesis, and analyzing methods. For the last, part IV shows the verification of statistic results, then part V presents the conclusion.

Effects of a Portable Computerized Cognitive Training System on the Visual-perceptual Function of Stroke Patients with Mild Cognitive Impairment : A Pilot Study (휴대용 전산화 인지훈련 시스템이 경도인지손상이 있는 뇌졸중 환자의 시지각에 미치는 효과)

  • Jeon, Min-Jae;Moon, Jong-Hoon
    • Journal of Korea Entertainment Industry Association
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    • v.13 no.8
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    • pp.603-610
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    • 2019
  • This pilot study investigated the effects of a portable computerized cognitive training system on the visual-perceptual function of stroke patients with mild cognitive impairment. Subjects were twelve stroke patients with mild cognitive impairment, who were assigned to an experimental group (n=6) or a control group (n=6). All subjects were trained in their respective groups for 30 min/day, five times a week, for four weeks. In each session, the experimental group received a portable computerized cognitive training program, and the control group received conventional cognitive training. The Motor-Free Visual Perception-3 (MVPT-3) was used to measure subjects' visual-perceptual ability. The MVPT-3 total scores for both groups significantly improved after the intervention (p<.05). The total score on the MVPT-3 and the score on the visual short-term memory subcategory of the MVPT-3 significantly improved for the experimental group compared to the control group (p<.05). These findings suggest that the portable computerized cognitive training system might be effective to improve the visual-perceptual function of stroke patients with mild cognitive impairment.

The Effect of Convergence Vision Therapy on VR Cybersickness (시지각 훈련이 사이버 멀미에 대한 융복합적 효과)

  • Cho, Hyung-Chel;Ro, Hyo-Lyun;Lee, HeeJae
    • Journal of the Korea Convergence Society
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    • v.13 no.2
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    • pp.55-65
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    • 2022
  • The purpose of this paper was to investigate the relationship between cybersickness symptoms and visual function and to determine whether visual perception training is effective in reducing symptoms of cybersickness. The study subjects were healthy adult males who experienced the same virtual reality program for 15 minutes. Afterwards, the VR satisfaction score and cybersickness level were measured and classified into a comfortable virtual reality program viewer group (CVR group, 20 people) and an uncomfortable virtual reality program viewer group (UVR group, 20 people). Visual function test was performed on all subjects, and the vision therapy training program was applied to the UVR group once a week for 40 minutes 12 times, and then the visual function and SSQ questionnaire were re-evaluated. Subjects with diplopia were 55% in the UVR group and 5% in the CVR group, which was significantly higher in the UVR group, there were differences in stereopsis, exophoria, near point convergence(p<.01) and vergence function(p<.001) between the two groups. After vision therapy, changes in SSQ, stereopsis, near point convergence, and vergence function of UVR user group were positively changed(p<.01). Therefore, cybersickness symptoms are related to visual function, it seems that the vision therapy can be used as a way to alleviate the symptoms of cybersickness.

Implementation of Image Block Linked Contents to Improve Children's Visual Perception and Cognitive Function (유아의 시지각 인지기능 개선을 위한 이미지 블록 연동형 콘텐츠 구성과 구현)

  • Kwak, Chang-Sub;Lee, Young-Soon
    • The Journal of the Korea Contents Association
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    • v.22 no.9
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    • pp.76-84
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    • 2022
  • In this paper, in order to compose the visual perception cognitive function training content that can be linked with the IPUZZLE image block, an interactive content device that utilizes photos and videos of smartphones. Four areas of visual memory, visual continuity, spatial relationship, and visual discrimination were derived and the content operation, application method, and scenario were written. It was intended to continuously give and induce children's desire to participate in training by designing the content image and developing the existing learning terrain visual and perceptual cognitive function training materials in the form of mobile mini-games. Experiential activities were conducted for general children and their guardians using the developed contents, and the results were found to be significant in terms of concentration, effect, and effect compared to basic puzzle toys. It is expected that this thesis will be a meaningful data for the study of cognitive function improvement activities based on digital toys and contents.

Understanding MyData-Based Platform Adoption for SW·AI Education & Training Programs

  • Hansung Kim;Sae Bom Lee;Yunjae Jang
    • Journal of the Korea Society of Computer and Information
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    • v.29 no.9
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    • pp.269-277
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    • 2024
  • This study aims to explore the key factors for the systematic development and activation of a MyData-based platform for SW·AI education and training programs recently initiated by the government. To achieve this, a research model based on the Value-based Adoption Model (VAM) was established, and a survey was conducted with 178 participants who had experience in SW·AI education and training programs. The research model was validated using confirmatory factor analysis and Partial Least Squares Structural Equation Modeling (PLS-SEM). The main findings of the study are as follows: First, transparency and self-determination significantly influenced perceived benefits, while technical effort and security significantly influenced perceived risks. Second, perceived benefits positively affected the intention to use the platform, whereas perceived risks did not show a significant impact. Based on these results, this study suggests implications for the systematic development and activation of a MyData-based platform in the field of SW·AI education and training.

Effects of a Digital Pegboard Training Program With Visual and Auditory Feedback on Hand Function and Visual Perception in Patients With Stroke (시각, 청각 피드백을 이용한 디지털 페그보드 훈련 작업치료 프로그램이 뇌졸중 환자의 손 기능 및 시·지각에 미치는 영향)

  • Hong, Jang-Woo;Yoo, Chan-Uk;Gang, Mi-Yeong;Chang, Ki-Yeon
    • Therapeutic Science for Rehabilitation
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    • v.11 no.4
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    • pp.85-97
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    • 2022
  • Purpose : This study aimed to investigate the effects of a digital pegboard training program with visual and auditory feedback on hand function and visual perception in stroke patients. Methods : Twenty two participants were randomly assigned to an experimental or control group. The experimental group received training using a digital pegboard training program with visual and auditory feedback (n=11), while traditional occupational therapy was administered to the control group (n=11). Hand function was assessed before and after the intervention using the Nine-Hole Peg Test and manual function test (MFT), while visual perception was assessed using the Motor-Free Visual Perception Test-3rd edition (MVPT-3). Results : Following the intervention, both the experimental and control groups showed significant improvements in performance in the Nine-Hole Peg Test and MVPT-3 (p<.05). The improvement on both tests was significantly greater in the experimental group than in the control group (p<.05). Conclusion : The results suggest that digital pegboard training with visual and auditory feedback may improve hand function and visual perception in stroke patients. Therefore, this intervention can be effective in occupational therapy to aid the recovery of stroke patients.

The Effects of Cognitive Training Using Application Games of Smart Device on Cognitive Function in Patients With Mild Traumatic Brain Injury (스마트기기 애플리케이션 게임을 이용한 인지훈련이 경미한 손상이 있는 외상성 뇌손상 환자의 인지기능에 미치는 영향)

  • Kang, Seon-Hwa;Kim, Young-Sil;Kang, So-La;Moon, Jong-Hoon
    • Journal of Korean Society of Neurocognitive Rehabilitation
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    • v.10 no.2
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    • pp.9-18
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    • 2018
  • The research has sought to examine the effect of cognition training using smart device application games on the cognition function of traumatic brain injury patients. The research was conducted to the seventeen traumatic brain injury patients with slight symptoms who were treated with occupational therapy. The patients were divided into the two groups, nine for the experimental group and eight for the control group. The experimental group was assigned to conduct cognition training using smart device application games and traditional cognition training for fifteen minutes each, and the control group has conducted the traditional cognition training for 30 minutes. All arbitrations were conducted for 30 minutes a day, five times a week and for four weeks. To assess the cognitive function, Korean Mini-Mental State Examination (K-MMSE), Lowenstein Occupational Therapy Cognitive Assessment (LOTCA) and visual memory 1 and 2 of Motor-free Visual Perception Test-3 (MVPT-3) were measured before and after the intervention. In the comparison of the change between the two groups, the experimental groups showed a significant improvement in the visual memory of Motor-free Visual Perception Test-3 and remembrance section of the Korean Mini-Mental State Examination (p<.05). The result of this research has confirmed that the cognition training using the smart device application game can make the positive change to the visual memory of the traumatic brain injury patients more than the traditional cognition training.

Mixed-Reality Based Situation Training System for the Developmental Disabled (발달장애인을 위한 혼합현실 기반 상황훈련 시스템)

  • Kim, Sung-Jin;Kim, Tae-Young;Lim, Chul-Soo
    • Journal of the Korea Computer Graphics Society
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    • v.14 no.2
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    • pp.1-8
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    • 2008
  • This paper presents a design of a situation training system supporting mixed-reality for the developmental disabled. The training scenario is developed for the disabled to improve the sense of sight and perception. The user sticks a virtual pin into a hole in the working board according to the direction and the appropriate feedback is delivered based on the FSM(Finite State Machine). In order to improve the reality and the training effect, the user's hand is inserted in the virtual training environments and the tactile sensation is provided using the haptic device.

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