• Title/Summary/Keyword: 청각 자극

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EEG Study for the Effects of Mouth Breathing on Brain Functions (구강 호흡이 뇌기능에 미치는 영향에 관한 EEG 연구)

  • Lee, Kyung-Jin;Lee, Song-Yi;Park, So-Young;Jang, So-Ra;Kang, Chang-Ki
    • Science of Emotion and Sensibility
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    • v.19 no.4
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    • pp.119-126
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    • 2016
  • In this study, we investigated the effects of mouth breathing on brain activity through electroencephalogram (EEG). EEG was performed on 12 healthy volunteers of age ranging from 21 to 27 years (male: female = 6:6, non-smoker). Brain waves on resting state (Rest_N/Rest_M) and auditory-language stimuli state (Eng_N/Eng_M) were recorded during mouth and nose breathing. Four different regions (R1~R4) were classified based on the brain functionality. And each channel (e.g., Pf1 and Pf2) and frequency (${\alpha}$, ${\beta}$, ${\gamma}$, and ${\theta}$) were analyzed using their absolute power ratios of fast Fourier transform (FFT). The results showed that there was no significant difference between Rest_N and Rest_M. Eng_N had significantly higher brain activity than Rest_N; on the other hand, there was no significant difference between Rest_M and Eng_M. These results demonstrate that mouth-breathing on resting state does not induce any significant effects on brain activity and/or functionality, even though it causes subtle temporary inconvenience. In addition to the uncomfort, the brain activity can be adversely influenced by mouth-breathing, which could lower the cognitive skills under certain circumstances.

초등학교에서의 영어 발음 및 청취 교육

  • 정인교
    • Proceedings of the KSPS conference
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    • 1997.07a
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    • pp.248-248
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    • 1997
  • 오늘날 영어교육은 교과과정령에 엄연히 명시된 네 가지 기능(four skills) 즉 듣기, 말하기, 원기, 쓰기라는 정당하고도 보편 타당성 있는 명분 하에 어떻게 가르쳐 왔는가 를 반문해 보면 많은 아쉬움이 남는다. 그간 6년간의 중등과정, 심지어는 대학에서 환 두해까지 영어를 이수한 사람틀 중에는 문자를 통해서는 상당한 수준, 그것도 영어 토박이들조차 놀랄 정도의 영어를 이해하지만, 소리를 통해 들을 때는 ---말하는 것은 두말 할 것도 없고---아주 간단한 내용의 영어조차 알아듣기 힘든 경험을 한 사람이 많다는 것은 부인할 수 없는 사실이다. 그 이유는 명백하다. 즉, 문자를 대할 때는 시각적 자극의 형태가 두뇌 속에 저장된 정보---가공할 문법적 지식---와 일치하기 때문에 쉽게 이해를 할 수 있는 반면, 소리를 들을 때는 청각적 자극의 형태가 두뇌 속에 저장된 정보---극히 불완전한 발음사전, 또는 모국어의 음운체계에 의한 영어발음--- 와 차이가 있기 때문일 것이다. 그러므로 적어도 말소리를 매체로 하는 의사소통에 있어서는 영어의 본토박이 발음을 정확히, 아니면 적어도 매우 근접하게 나마 터득하여(습관화하여)두뇌에 저장하는 일이 가장 중요한 일이다. 따라서 영어교사는 모국어의 음운체계에 대한 정확하고도 상세한 지식을 토대로 하여 영어의 음운체계와 '언어학적으로 의미 있는 (linguistically significant)' 대초분석의 방법으로 발음을 지도한다면 보다 나은 학습효과를 기대할 수 있을 것이다. 일반적으로 모국어의 발음이 외국어의 발음에 간섭을 유발하는 경우는 다음과 같다. 1. 분절음체계가 서로 다를 때 2. 한 언어의 음소가 다른 언어의 이음(allophone)일 때 3. 유사한 음의 조음장소와 방법 이 다를 때 4. 분절음의 분포 또는 배열이 다를 때 5. 음운현상이 다를 때 6. 언어의 리듬이 다를 때 위의 여섯 가지 경우를 중심으로 영어와 한국어의 발음특성을 대조하여 '낯선 말투(foreign accent)' 또는 발음오류를 최소로 줄이는 것이 영어교사의 일차적인 목표이다.

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Development of Electrical Stimulator for Auditory Stimulation (청각 자극용 전기자극기 개발)

  • Heo, Seung-Deok;Jung, Dong-Keun;Kim, Lee-Suk;Kim, Gwang-Nyeon;Kang, Myung-Koo;Kim, Jae-Ryong;Kim, Gi-Ryon
    • Speech Sciences
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    • v.11 no.3
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    • pp.201-211
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    • 2004
  • This paper introduces a development of an electrical stimulator for auditory stimulation. The electrical stimulator is useful in neurotological diagnosis, audiological evaluation, candidate selection for cochlear implantation, optimal device selection and decision making of MAP strategy for severe-to-profound hearing impaired persons. The development was based on sound parameters of auditory brainstem responses and auditory electrophysiological characteristic such as effective firing of auditory nerve and recording evoked potentials during refractory period of neuron. Besides pulse parameter could adjustable by programming for more varied electrical stimulation evoked response audiometry. Using the electrical stimulator, electrical square pulse was applied to promontory, and electrically evoked auditory brainstem response and electrically middle latency response were successfully recorded in cats.

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Real-time brain mapping system using EEG and evoke potential (뇌파 및 Evoke potential을 이용한 실시간 Brain mapping system)

  • Cho, Sang-Heum;Kim, Pan-Ki;Park, Sue-Kyoung;Kim, Ji-Eun;Song, Eun;Kang, Mahn-Hee;Ahn, Chang-Beom
    • Proceedings of the KIEE Conference
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    • 2008.07a
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    • pp.1983-1984
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    • 2008
  • 뇌 활동의 전기적 신호인 뇌파(EEG)와 외부 자극에 대한 유발 전위(EP)를 측정하여 실시간으로 뇌지형도를 생성하는 real-time brain mapping system을 개발하였다. 측정 전극은 32채널을 사용하였고, EEG를 실시간 및 누적 주파수 분석을 통한 뇌파의 활성도 진단, EP를 측정하여 시각적/청각적 자극에 의한 유발 전위 분석을 할 수 있다. 본 시스템은 측정 대상군의 통계적 분석을 위한 Database를 구축하였고, 신뢰성 높은 뇌파 및 유발 전위 신호를 위하여 실시간 측정과정 및 측정 후 Data 검토과정에서 다양한 Artifact 제거 알고리즘이 도입되었다. 또한, 32 채널 Brain map을 구성하여 뇌파를 공간적으로 분석 가능하며, 시간 및 주파수의 증가에 따라 Brain map을 동영상화하여 시간적/주파수적 변화에 따른 분석이 가능하다.

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A Study on the expression feature of the visual and auditory senses for Imagery psychotherapy images (심상치료 영상의 시청각적 표현 특성에 관한 연구)

  • Ham, Gi-Hun;Jeong, Seong-Hwan
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 2009.05a
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    • pp.47-50
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    • 2009
  • 본 연구는 예술심리치료 및 심상유도의 접근을 통해 영상치료로서의 시각적, 청각적 표현 범위와 치료요소를 찾는데 목적을 두고 있다. 현재 인간의 사회 활동 중에 생기는 정신적 육체적 스트레스를 예방 및 해소하기 위해 이루어지는 치료 활동 중 영상을 이용한 심리치료의 노력이 다방면으로 행해지고 있다. 치료의 형태는 주로 예술심리치료에 속하는 이미지와 기능음악, 클래식 등을 결합한 영상과 음향의 복합적 활용 방식이 주를 이루고 있다. 그러나 이는 치료적 요소에 초점을 두고 체계적인 제작이 되지 앉아 심리치료의 한계를 드러내고 있다. 따라서 본 연구에서는 먼저 기존의 병원, 테라피 공간 및 공공장소에서 일반인을 대상으로 행해지고 있는 영상심리치료의 현황을 파악하고, 행해지는 치료 형태 분류를 통해 색채.미술심리치료에서 사용되어지는 이미지 활용과 음악치료 기법 중 GIM(Guided Imagery and music: 음악과 심상유도) 활용을 중심으로 일반인을 대상으로 하여 실험연구를 진행하였다. 실험 대상물은 영상이미지와 음향의 두 가지 자극이 복합되어 혹은 단일의 자극으로 주어지는 경우를 구분하여 정서적 반응을 조사하고, 전반적인 치료영상에 대한 선호도 조사를 통해 긍정적 정서를 불러일으키는 이미지 및 음향 요소를 도출한다. 이는 향후 영상심리치료의 체계적인 가이드라인 제작과 평가 척도 개발을 위한 기초 자료로 활용할 수 있다.

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Physiological manifestations of the modulation of post-stress recovery process by emotion-inducing stimulation of auditory and visual modality (시각자극에 의해 유발된 스트레스 생리반응의 회복과정에 미치는 정서청각자극의 효과)

  • Estate Sokhadze
    • Proceedings of the Korean Society for Emotion and Sensibility Conference
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    • 1998.04a
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    • pp.44-56
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    • 1998
  • Effects of the music and white noise on recovery of the autonomic and cortical responses evoked by aversive visual stimulation were analyzed in 20 subjects. It was suggested that the music is able to exert modulatory influence on the physiological activity resulted from exposure to unpleasant IAPS based stimuli. Spectral power of DDG, heart rate(HR)respiration rate (RSR) and electrodermal activity(EDA)were recorded and analyzed for each experimental condition. It was observed HR and RSR deceleration, increased EDA and electrocortical activation expressed in decreased alpha power and increase of delta activity ao occipital and frontal areas. Obtained results suggest that audutory stimulation both with pleasant and sad music lead to restoration of pre-stimulation activation levels of most physiological parameters during listenning to music and in post-stimulation period. White noise evoked short-term physiological responses typical for orienting reaction and quite distinct from changes produced by music. Available data to differentiate effeces among pleasant and sad music, due toqualitative similarities of physilolgical patterns, but suppert an assumption that music is capable to facilitate the process of recovery of physilolgical responses elicited by visual stimulation of negative valence, thus positively modulate post-stress state.

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Study on Human Physiological Responses to Emotional Lighting System using LED Flat Lighting (LED 면조명을 이용한 감성조명시스템의 인체 생리학적 반응에 관한 연구)

  • Kim, Kyung-Tae;Oh, Seung-Yong;Yu, Mi;Yu, Chang-Ho;Kwon, Tae-Kyu
    • Science of Emotion and Sensibility
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    • v.17 no.3
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    • pp.29-38
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    • 2014
  • The purpose of this study was to verify human physiological responses to emotional lighting system using LED (light emitting diode) flat lighting. Subjects were ten males in their twenties without medical history to eyes. Colors of LED lighting are red, orange, yellow, green, blue, purple and colorless (white). They were stimulated by LED lighting for 5 minutes. We measured body temperature, heart rate variability (HRV) and electroencephalogram (EEG) before and after color stimulus. In case of EEG analysis, relative power ${\alpha}$ wave ratio decreased in the groups of colorless, red and orange color light. Also, sympathetic nerve was more activated than parasympathetic nerve and the body temperature was increased in the groups of colorless, red, orange, yellow color light. On the other hand, relative power ${\alpha}$ wave ratio increased and parasympathetic nerve was more activated than sympathetic nerve and the body temperature was decreased in the groups of green, blue and purple color light. The results imply that the LED color lighting system in the realistic experiment environment. In the future, studies with compounded both colors and modes according to situation or auditory as nature sound or olfactory as aroma will be required.

A Study on the Measure to Maximize the Effects of Functional Games in Relation to the Changes in Visual and Auditory Stimulations (시각 및 청각 자극 변화에 따른 기능성 게임의 효능 극대화 방안 연구)

  • Shin, Jeong-Hoon
    • Journal of the Institute of Convergence Signal Processing
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    • v.14 no.3
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    • pp.147-153
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    • 2013
  • Functional game, which is the combination of play and learning and a futuristic tool, can minimize the dysfunction and maximize the proper functions, and furthermore, has taken root as a new alternative that can change the game industry and game culture. Recently, the focus of game and education markets is shifting to the development of more advanced learning contents, rather than emphasizing the self-control and motivation of users. Along with that, the game market has excluded the socially dysfunctional elements, such as the addiction and learning disabilities, and has witnessed a diversification into the human-friendly entertainment business that emphasizes the mental and physical health and pursues scientific educational effects. In addition, functional games are expanding its reach from the professional sectors - such as medical aide/medical learning, military simulation, health, auxiliary tools, special education and learning tools - to the realm of routine education, mental health, etc., and has seen a steady growth. However, most functional games, which are being currently planned and developed to cope with the special characteristics of the market, have not undergone accurate scientific assessment of their functions and have not proven their effectiveness. An overwhelming proportion of the functional games are being developed based on the intuition and experience of game developers. Moreover, the type of games, which involve the repetition of simple tasks or take the form of simple puzzles, cannot effectively combine the practically interesting factors and the learning effects. Most games incorporate unscientific methods leading to the vague anticipation of improvement in functions, rather than the assessment of human functions. In this paper, a study was conducted to present the measures that could maximize the effects of functional games in relation to the changes in the visual and auditory stimulations in order to maximize the effects of functional games, i,e., the immersion and concentration. To compare the degree of effects arising from the visual stimulation, the functional game contents made in the form of 2D and 3D were utilized. In addition. ultra sound and 3-dimensional functional game contents were utilized to compare the degree of effects resulting from the changes in the auditory stimulation. The brainwave of the users were measured while conducting the experiments related to the response to the changes in visual and auditory stimulations in 3 steps, and the results of the analysis were compared.

Mismatch Negativity Using Frequency Difference in Healthy Young Adults: Latency and Amplitude (건강하고 젊은 성인에서 주파수 차이를 이용한 불일치음전위: 잠복기와 전위)

  • Jung, Seokwon;Kim, Young-Soo;Yang, Tae-Won;Kim, Do-Hyung;Kim, Min Su;Bae, Sang Hyeon;Kim, Ga-In;Kwon, Oh-Young
    • Korean Journal of Clinical Laboratory Science
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    • v.52 no.3
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    • pp.194-201
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    • 2020
  • Latency and amplitude are the measurement parameters of mismatch negativity (MMN). The values of the parameters vary sensitively with the stimulus paradigm. A paradigm using the frequency difference of sounds for the MMN study is well known. This study obtained the reference values of the parameters in healthy young adults by performing the MMN study using the frequency paradigm. The authors recruited ten healthy adults. Their average age was 25.5 years; three were female, and seven were male. On the auditory paradigm for the MMN study, the frequency of sound was 1000 Hz for the standard stimulus, and 1032 Hz for the deviant stimulus. The mean values of latency and amplitude of MMN were 202 ms and 1.88 ㎶ at Fz, 207 ms, and 1.46 ㎶ at Cz, 212 ms, and 1.10 ㎶ at C3, and 214 ms and 1.45 ㎶ at C4. There was no correlation between the latency and amplitude of MMN. This study presented the reference values of the latency and amplitude of the MMN using a standard paradigm that is easy to apply. This information may make the MMN useful for clinical applications and basic research.

Stimulation-Oriented Interventions for Behavioral Problems among People with Dementia: A Systematic Review and Meta-Analysis (치매 환자의 문제행동을 위한 자극지향적 중재의 효과 연구: 체계적 고찰과 메타분석)

  • Kim, Eun Young;Hwang, Sung-Dong;Kim, Eun Joo
    • Journal of Korean Academy of Nursing
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    • v.46 no.4
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    • pp.475-489
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    • 2016
  • Purpose: This study was a systematic review and meta-analysis designed to investigate the effects of stimulation-oriented interventions for behavioral problems among people with dementia. Methods: Based on the guidelines of the Preferred Reporting Items for Systematic Reviews and Meta-analyses (PRISMA), a literature search was conducted using seven electronic databases, gray literature, and other sources. Methodological quality was assessed using the Scottish Intercollegiate Guidelines Network (SIGN) for randomized controlled trials (RCTs). Data were analyzed using R with the 'meta' package and the Comprehensive Meta-Analysis (CMA 2.0) program. Results: Sixteen studies were included for meta-analysis to investigate the effect of stimulation-oriented interventions. The quality of individual studies was rated as '++' for eight studies and '+' for the rest. The effect sizes were analyzed according to three subgroups of interventions (light, music, and others); Hedges' g=0.04 (95% CI: -0.38~0.46), -0.23 (95% CI: -0.56~0.10), -0.34 (95% CI: -0.34~0.00), respectively. To explore the possible causes of heterogeneity ($I^2=62.8%$), meta-regression was conducted with covariates of sample size, number of sessions, and length of session (time). No moderating effects were found for sample size or number of sessions, but session time showed a significant effect (Z=1.96, 95% CI: 0.00~0.01). Finally, a funnel plot along with Egger's regression test was performed to check for publication bias, but no significant bias was detected. Conclusion: Based on these findings, stimulation-oriented interventions seem to have a small effect for behavioral problems among people with dementia. Further research is needed to identify optimum time of the interventions for behavioral problems among dementia pateints.