• Title/Summary/Keyword: 청각 자극

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A Research on Speech Processing and Coding Strategy for Cochlear Implants (청각 장애인을 위한 음성 신호의 자극패턴 추출에 관한 연구)

  • Chae, D.;Byun, J.;Choi, D.;Baeck, S.;Park, S.
    • Proceedings of the KOSOMBE Conference
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    • v.1993 no.11
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    • pp.175-179
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    • 1993
  • A Study on the speech processing and coding strategy for cochlear implants have been developed to create a speech signal processing system which extracts stimulus parameter including formants, pitch, amplitude information. In this study we have presented the method which extracts characteristic information of speech signal and adapt patients with hearing handicap.

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Development of Artificial Intelligence Self-Driving Robot for the Chasing and Eradicating of Harmful Wild Animals (유해조수추적 및 퇴치를 위한 인공지능 자율주행 로봇 개발)

  • Choi, Jeong-Hwan;Kim, Min-Sung;Kim, Hyung-Hoon;Shim, Hyeon-min
    • Proceedings of the Korea Information Processing Society Conference
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    • 2022.11a
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    • pp.842-844
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    • 2022
  • 각종 유해조수로에 의한 피해가 농가에서 발생하고 있다. 이를 해결하기 위해 기존에 Drone을 이용한 유해조수 퇴치연구가 있엇지만 시간의 제약과 법적인 규제로부터 발생되는 문제점이 발견되어 이를 해결하기 위해 Drone을 Caterpillar 구동형 모바일 로봇으로 대체하였고, 자율주행 기능을 추가하였다. 텐서플로우 객체 검출 딥러닝을 적용하여 유해조수를 학습 및 파악한다. 이 후 유해조수 인식 시 사용자에게 실시간 알림 서비스 및 실시간 스트리밍을 제공하고, 유해조수 퇴치 로봇에 장착된 스피커와 Neo Pixel LED을 이용하여 유해조수의 시각과 청각을 자극하여 퇴치한다. ROS, SLAM과 Object Following을 이용하여 자율주행 로봇을 제어하고 객체를 추적한다.

Difference of Autonomic Nervous System Responses among Boredom, Pain, and Surprise (무료함, 통증, 그리고 놀람 정서 간 자율신경계 반응의 차이)

  • Jang, Eun-Hye;Eum, Yeong-Ji;Park, Byoung-Jun;Kim, Sang-Hyeob;Sohn, Jin-Hun
    • Science of Emotion and Sensibility
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    • v.14 no.4
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    • pp.503-512
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    • 2011
  • Recently in HCI research, emotion recognition is one of the core processes to implement emotional intelligence. There are many studies using bio signals in order to recognize human emotions, but it has been done merely for the basic emotions and very few exists for the other emotions. The purpose of present study is to confirm the difference of autonomic nervous system (ANS) response in three emotions (boredom, pain, and surprise). There were totally 217 of participants (male 96, female 121), we presented audio-visual stimulus to induce boredom and surprise, and pressure by using the sphygmomanometer for pain. During presented emotional stimuli, we measured electrodermal activity (EDA), skin temperature (SKT), electrocardiac activity (ECG) and photoplethysmography (PPG), besides; we required them to classify their present emotion and its intensity according to the emotion assessment scale. As the results of emotional stimulus evaluation, emotional stimulus which we used was shown to mean 92.5% of relevance and 5.43 of efficiency; this inferred that each emotional stimulus caused its own emotion quite effectively. When we analyzed the results of the ANS response which had been measured, we ascertained the significant difference between the baseline and emotional state on skin conductance response, SKT, heart rate, low frequency and blood volume pulse amplitude. In addition, the ANS response caused by each emotion had significant differences among the emotions. These results can probably be able to use to extend the emotion theory and develop the algorithm in recognition of three kinds of emotions (boredom, surprise, and pain) by response measurement indicators and be used to make applications for differentiating various human emotions in computer system.

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Immediate Effect of Patterned Sensory Enhancement (PSE) on Upper Limb Function after Stroke (패턴화된 감각 증진(PSE)이 뇌졸중 환자의 상지 기능에 미치는 즉각적 영향)

  • Han, Soo Jeong;Kwon, Ae Ji;Park, Hye Young
    • Journal of Music and Human Behavior
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    • v.11 no.1
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    • pp.1-19
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    • 2014
  • The purpose of this study was to investigate the immediate effect of Patterned Sensory Enhancement (PSE) technique on the motor function of the affected upper limb in hemiplegic stroke patients by comparing the use of PSE and simple rhythmic cue. A total of 16 stroke patients were recruited from rehabilitative hospitals. The participants were assigned to the experimental group (n = 8) and control group (n = 8). While performing six different upper limb motions, musical stimuli applying the PSE technique was presented for the experimental group and simple rhythmic cue using the metronome was applied for the control group. The results showed that while the significantly increased range of motion (ROM) was found in the experimental group with the immediate use of PSE (p < .05), the control group did not show no significant change. This study implies that the use of musical elements in cueing for upper limb motion immediately leads to significant improvement in ROM by providing sufficient temporal, spatial, and dynamic information for expected motor performance.

A Study for Sound and Tactile Feedback on Touch Screen Phone Under Mobility Conditions (터치스크린 휴대폰 사용 환경을 고려한 소리, 진동 피드백 연구)

  • Kim, Young-Il;Kim, Se-Mi;Min, Young-Sam
    • 한국HCI학회:학술대회논문집
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    • 2008.02a
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    • pp.130-134
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    • 2008
  • Touch screen phone which is expected to play a big part of the mobile market for the next few years, has many merits but demerits of inaccurate feedback. It offers audio and tactile feedback to strengthen the weak point. This study aims to see if audio feedback and vibration feedback react upon each other under realistic conditions. We had a qualitative research in perception after using touch screen phone feedback. The result showed that with any feedback users were satisfied more than without any feedback and there was diversity in response. We ran the study again to see the performance level and the projective workload between the kind of feedback and interrupting feedback environment Performance rates were faster with audio feedback and according to the projective workload assessment users felt that task was easier and less annoying with audio-vibration feedback. The results suggest that audio feedback could be more effective than vibration feedback. A future study will figure out the relationship between the factors of qualitative-controlled feedback and learning time and the performance, and the main cause to make people prefer one feedback over another in a realistic world.

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A Study of Synesthesia Used in Public Advertising (공익포스터의 공감각적 표현 연구)

  • Li, Li;Kim, Maeng Ho
    • The Journal of the Korea Contents Association
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    • v.17 no.10
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    • pp.624-635
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    • 2017
  • A variety of methods are used in public advertising to make message persuasive. In order for posters to be more appealing, one good way is to use synesthesia. This study analyzed how synesthesia were used for effective communication. The case analysis is based on the prize winning advertisements chosen by the Korea Broadcast Advertising Corporation. According to the study, synesthesia maximize the efficiency of information delivery. Secondly, in the public campaign posters, sight was the most frequently used sensory element, followed by touch, hearing, smell and taste, respectively. Third, visual tactility was mostly used in nature and environment related posters to effectively deliver the messages. In the topic of social community campaigning, visualization of hearing was applied the most. Lastly, when more than three multisensory stimulations were present in the public campaign, the strongest sense stimulus played the largest part in making message delivery more efficient. The results of this study are expected to provide a scientific basis for future campaign posters that synesthesia expression elements are applied.

A research on the media player transferring vibrotactile stimulation from digital sound (디지털 음원의 촉각 자극 전이를 위한 미디어 플레이어에 대한 연구)

  • Lim, Young-Hoon;Lee, Su-Jin;Jung, Jong-Hwan;Ha, Ji-Min;Whang, Min-Cheol;Park, Jun-Seok
    • 한국HCI학회:학술대회논문집
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    • 2007.02a
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    • pp.881-886
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    • 2007
  • This study was to develope a vibrotactile display system using windows media player from digital audio signal. WMPlayer10SDK system which was plug-in tool by microsoft windows media player provided its video and audio signal information. The audio signal was tried to be change into vibrotactile display. Audio signal had 4 sections such as 8bit, 16bit, 24bit, and 32bit. Each section was computed its frequency and vibrato scale. And data was transferred to 38400bps network port(COM1) for vibration. Using this system was able to develop the music suit which presented tactile feeling of music beyond sound. Therefore, it may provide cross modal technology for fusion technology of human senses.

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Comparative Study of Functional Magnetic Resonance Imaging by Global Scaling Analysis (Global Scaling 분석방법에 따른 기능적 자기공명영상의 비교 연구)

  • Yoo, Dong-Soo
    • Investigative Magnetic Resonance Imaging
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    • v.10 no.1
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    • pp.26-31
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    • 2006
  • Purpose : To evaluate the effect of global scaling analysis on brain activation for sensory and motor functional MR imaging study. Materials and methods : Four normal subjects without abnormal neurological history were included. Arm extension-flexion movement was used for motor function and 1KHz pure tone stimulation was used for auditory function. Functional magnetic resonance imaging was performed at 3T MRI (GE, Milwaukee, USA) using BOLD-EPI technique and SPM2 was employed for data analysis. On data analysis, the brain activation images were obtained with and without global scaling by fixing other parameters such as motion correction and realignment. Results : The difference in brain activation between no scaling and global scaling was not large in case of right upper extremity movement (p<0.000001). For auditory test, brain activation with global scaling showed larger activation than that of without global scaling (p<0.05). Conclusion : A caution must be taken into account when analyzing functional imaging data with global scaling especially for functional study of small local BOLD signal change.

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Mobile Augmented Reality Application for Early Childhood Language Education (유아 언어 교육을 위한 모바일 증강현실 어플리케이션)

  • Kang, Sanghoon;Shin, Minwoo;Kim, Minji;Park, Hanhoon
    • Journal of Broadcast Engineering
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    • v.23 no.6
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    • pp.914-924
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    • 2018
  • In this paper, we implement an Android application for infant language education using marker-based augmented reality. Combining animal word markers (noun), size/color word markers (adjective), and action word markers (verb) in puzzle form to make a simple sentence, the application shows virtual contents related to the content of the sentence. For example, when an animal marker is showed up on a camera, the corresponding animal appears. Additionally, when the motion markers are combined, the animal's appearance changes into an animation in which it acts. When a user touched a marker, user can hear the sound of the word, which gives an auditory effect, and by adding the rotation function, user can see the animation in any direction. Our goal is to increase infants' interest in learning language and also increase the effectiveness of education on the meaning of words and the structure of simple sentences, by encouraging them to actively participate in language learning through visual and auditory stimuli.

The Effect of Consistency between Represented Location of the Cue and the Target on Attention Mechanism (단서자극과 표적자극의 표상된 위치의 일치성이 주의기제의 작용에 미치는 영향)

  • Seo, Jun-Ho;Li, Hyung-Chul O.
    • Korean Journal of Cognitive Science
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    • v.20 no.4
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    • pp.481-506
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    • 2009
  • The purpose of the present research was to examine whether the attention mechanism employs physical or represented location of the cue and target. To achieve this, we have employed the paradigm of facilitation of response as well as inhibition of return. In the experiments, valid and invalid conditions were defined by the position consistency of the cue and the target in the aspect of either physical or represented location. We used auditory cue and visual target in Experiment 1 while visual cue and auditory target in Experiment 2. As a results, in Experiment 1, effect of facilitation of response in valid condition was found when the valid/invalid conditions were defined in the aspect of represented location. In Experiment 2, effect of facilitation of response in valid condition was found when the valid/invalid conditions were defined in the aspect of represented location. In all the other conditions, no effect was found when the conditions were defined in the aspect of physical location. No effects of inhibition of return were found in Experiment 2. These results imply the possibility that attention mechanism operates based on objects' represented location rather than on their physical location. More importantly, the present research suggests that it is necessary to separate represented location from physical location of the target and the cue in the experiment of facilitation of response and inhibition of return in the future.

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